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 Heavy Turret--1st mod, 2nd release 
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Joined: Wed Feb 27, 2008 6:07 am
Posts: 40
Location: Austin, Texas
Post Heavy Turret--1st mod, 2nd release
okay, i had some bugs to work out and some code to clean up... but here it is.

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it's got a stationary turret with lots of armor, a big gun, and a test scene included. the gun is man-portable, but the recoil is such that you really only get one shot and then you're dead. the turret has no problem handling it, though. place it around in the map editor or drop it into battle, assuming you have a ship that can carry such weight. this was the purpose of my previous release.

Attachment:
Heavy Turret.rte.rar [535.48 KiB]
Downloaded 1519 times


known bugs:
--if you drop the turret on sand, it will sometimes 'burrow' its way down and fall off the map. but i might've fixed it. hmm...
--if you don't fire the gun for a long time, particles will accumulate in the muzzle flash (?!?) and will lag the game a wee bit when you do fire.
--the barrel doesn't cycle its recoil animation when you fire. i'm sure i'm missing a property somewhere. oh well.
--i sure do like the idea of hauling the gun around with an AHuman actor for a single, powerful suicide shot. sometimes when doing this, however, the round will backfire and detonate in the chamber--spraying nearly useless shrapnel only a few yards around. the manufacturer apologizes for this, and reminds you to always practice gun safety.

credits:
--once again, Azukki for the templates.
--some sound effects were shamelessly hacked up and retooled. also, a clicky-reloady noise came from funcom.
--this mod was inspired by my unnatural love for the gory aftermath of a dropship swatted out of the sky. i will do you a kindness and omit the many poems i wrote about that beautiful aerial waltz of the gibs.

sprites by me. take it or leave it.
once again, my sprites and code are always free to anyone to use or modify. just drop my name and be creative.

for my next project, i'm thinking about making a bunker module pack.. starting off with this rad idea i've got for a brain chamber.


Sat Mar 08, 2008 6:52 pm
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Post Re: Heavy Turret--1st mod, 2nd release
Once again the sprites are awesome, but these fit in even less.
You're going to have to make your future sprites much less realistic >_>


Sat Mar 08, 2008 6:56 pm
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Post Re: Heavy Turret--1st mod, 2nd release
Oh fudge yes. I hope this works how I think it does.


Sat Mar 08, 2008 6:56 pm
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Joined: Sun Mar 18, 2007 5:35 am
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Location: Largo, Florida
Post Re: Heavy Turret--1st mod, 2nd release
metal chao wrote:
Once again the sprites are awesome, but these fit in even less.
You're going to have to make your future sprites much less realistic >_>

Yeah, it's a generic turret mod with an over-detailed un-CC sprite.

No DL, learn from past mistakes, etc.


Sat Mar 08, 2008 6:57 pm
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Post Re: Heavy Turret--1st mod, 2nd release
Garland wrote:
metal chao wrote:
Once again the sprites are awesome, but these fit in even less.
You're going to have to make your future sprites much less realistic >_>

Yeah, it's a generic turret mod with an over-detailed un-CC sprite.

No DL, learn from past mistakes, etc.


Wrong, its an EPIC turret with an EPIC scene.


Sat Mar 08, 2008 7:07 pm
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Joined: Wed Feb 27, 2008 6:07 am
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Location: Austin, Texas
Post Re: Heavy Turret--1st mod, 2nd release
guys, you already made your point about the sprites not matching the style. i'm not going to 'learn' from my 'mistakes' here, i'm going to keep my style of spriting. if you don't like it, that's perfectly fine, but keep the criticism constructive.


Sat Mar 08, 2008 7:07 pm
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Joined: Mon Nov 26, 2007 10:08 pm
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Location: I'z in your baffrum eatin all ur doo doo
Post Re: Heavy Turret--1st mod, 2nd release
SWEET BEANS IN A BASKET!!
This sprite is amazing and the coding is amazing also.
YGMDL.
For the love of whatever god you believe in please keep making these amazing mods.


Sat Mar 08, 2008 7:12 pm
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Post Re: Heavy Turret--1st mod, 2nd release
systmh wrote:
guys, you already made your point about the sprites not matching the style. i'm not going to 'learn' from my 'mistakes' here, i'm going to keep my style of spriting. if you don't like it, that's perfectly fine, but keep the criticism constructive.


So you're just going to ignore all of the criticism?
I mean, seriously.
The rocket was alright, it could almost fit in, but this is just ridiculously unfitting.
You're probably going to get this for every mod you make unless you change styles >_>


Sat Mar 08, 2008 7:20 pm
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Data Realms Elite
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Post Re: Heavy Turret--1st mod, 2nd release
Once again you make us cream with your godly spriting, and coding!

But the you weren't the first one to use the muzzleflash w/ emmiters, the DSTech CHAIN SAWD had it first!


Last edited by Foa on Sat Mar 08, 2008 7:31 pm, edited 1 time in total.



Sat Mar 08, 2008 7:26 pm
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Location: Somewhere. Nowhere.
Post Re: Heavy Turret--1st mod, 2nd release
If I was making a series of mods and someone told me to do something I didn't like, I wouldn't do it. He didn't want to change his style.

Besides, that's his style, the CRobo's have the style (I know it fits in with CC, but bare with me) of big forheads and bulky shoulders (and blue!). Rippers are just the bare bones of soldiers, Darklones are.. Dark. These guys are huge shiny metal colossal death machines that are big, and that is their style, so leave the style alone.

PLUS: Normally everyone is complaining that mods aren't original enough, now that something original comes along you don't like the main original part of it? Make up your mind!

AND: HE NEVER SAID HE WOULD IGNORE CRITICISM DO NOT READ BETWEEN THE LINES WHEN THERE'S NOTHING BUT GREY BACKGROUND THERE


Sat Mar 08, 2008 7:29 pm
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Post Re: Heavy Turret--1st mod, 2nd release
metal chao wrote:
So you're just going to ignore all of the criticism?
I mean, seriously.
The rocket was alright, it could almost fit in, but this is just ridiculously unfitting.
You're probably going to get this for every mod you make unless you change styles >_>


thank you for your concern. no, i won't ignore anyone.
by all means, i will pay close attention to criticism about my code, my concepts, my methods, and non-contextual errors in the sprite. et cetera. for one, daman had some very valid points about white pixels and scaling artifacts. i will spend more time cleaning up post-downrezzing from now on.

i will do my best to improve on all those points.

but i envision continuing with this style until i can make a whole scene that matches. i see CC as a game engine, and mods can change its original conception. for example, team fortress 2 does not match the style of half-life 2 whatsoever.


Last edited by systmh on Sat Mar 08, 2008 7:34 pm, edited 1 time in total.



Sat Mar 08, 2008 7:31 pm
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Joined: Mon Dec 10, 2007 7:39 am
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Post Re: Heavy Turret--1st mod, 2nd release
systmh wrote:
guys, you already made your point about the sprites not matching the style. i'm not going to 'learn' from my 'mistakes' here, i'm going to keep my style of spriting. if you don't like it, that's perfectly fine, but keep the criticism constructive.

Amen to that! keep em comin'!


Sat Mar 08, 2008 7:32 pm
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Joined: Mon Oct 01, 2007 1:33 am
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Post Re: Heavy Turret--1st mod, 2nd release
yeah don't listen to them dude, your sprites are amazing, it does not fit in with cc because you just took it to the next level! make many many more in this style and they will stop compaining and start complementing. especially if/when you do a scene.


Sat Mar 08, 2008 7:38 pm
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Post Re: Heavy Turret--1st mod, 2nd release
This is like the offspring of the death star and a tank.


Last edited by Tea on Sun Mar 09, 2008 10:51 am, edited 1 time in total.



Sat Mar 08, 2008 7:40 pm
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Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Post Re: Heavy Turret--1st mod, 2nd release
Great turret!

Now we need bunker modules, a couple of scenes and backgrounds, replacement actors and a couple more dropships, weapons and acrabs to make CC fit in with this style. As I said before, we need a Base.rte mod in your style, that way those who love it will keep it, those who don't, won't.


Sat Mar 08, 2008 7:49 pm
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