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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Gundam and Star Trek mods, converted to build 21.
You'd need to run CC on 1024 x 780 or higher resolution to see that in the whole screen. I'm not sure how will it work out, but if you make all the parts like CC actors should be, and upload the sprites for the grabs on sprite dump or a request at mod making. Someone might try doing the offsets. But still, that is HUGE. Also the current gundam stuff is really fun to play with.
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Wed Sep 17, 2008 10:14 am |
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Lupin
Joined: Wed Feb 14, 2007 11:07 pm Posts: 18
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Re: Gundam and Star Trek mods, converted to build 21.
numgun wrote: :shock:
You'd need to run CC on 1024 x 780 or higher resolution to see that in the whole screen. I'm not sure how will it work out, but if you make all the parts like CC actors should be, and upload the sprites for the grabs on sprite dump or a request at mod making. Someone might try doing the offsets. But still, that is HUGE. Yeah, I already have the parts separated so the animators can easily work with them. I'm 90% complete with it, and just need to finish the shading on the arms and shield. Should take under an hour. numgun wrote: Also the current gundam stuff is really fun to play with. Thanks.
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Wed Sep 17, 2008 10:22 am |
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Lupin
Joined: Wed Feb 14, 2007 11:07 pm Posts: 18
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Re: Gundam and Star Trek mods, converted to build 21.
Completed. I think it's done enough for a release, but I may add extra details in the future. Size comparison, 6ft tall Blue shirt, 57ft tall Zaku II: Only took 7 hours of non-stop work.
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Wed Sep 17, 2008 10:45 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Gundam and Star Trek mods, converted to build 21.
Holyfudge.
I might alter this in the future to a MSN-04 Sazabi like mech for AAL... But this is EPIC. I really hope the engine will handle this giant.
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Wed Sep 17, 2008 11:04 am |
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Lupin
Joined: Wed Feb 14, 2007 11:07 pm Posts: 18
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Re: Gundam and Star Trek mods, converted to build 21.
numgun wrote: Holyfudge.
I might alter this in the future to a MSN-04 Sazabi like mech for AAL... But this is EPIC. I really hope the engine will handle this giant. Thanks. And yeah, the more large-size mobile suits the merrier. Yeah, I hope the game can handle this too. The main problem I can forsee is wonky physics making it fall down constantly or something. And speaking of Sazabis... Chars custom Zaku II! 3x faster than a regular Zaku! It's missing its antenna though. I'll make one tomorrow.
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Wed Sep 17, 2008 11:22 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Gundam and Star Trek mods, converted to build 21.
The Zaku should look a bit fatter in my opinion. After all, the 'heavy' and 'sturdy' is the main attraction of the Zaku.
Though I must say...If you DARE to finish it, or DARE to release it, I'll definitely turn into your eternal slave too.
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Wed Sep 17, 2008 2:16 pm |
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Lupin
Joined: Wed Feb 14, 2007 11:07 pm Posts: 18
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Re: Gundam and Star Trek mods, converted to build 21.
The Decaying Soldat wrote: The Zaku should look a bit fatter in my opinion. After all, the 'heavy' and 'sturdy' is the main attraction of the Zaku.
Though I must say...If you DARE to finish it, or DARE to release it, I'll definitely turn into your eternal slave too. I was thinking about that, but when I put my reference up against the screen it is the exact same size as the sprite so I figured that's how wide it was supposed to be. This is also based on the F model which isn't quite as fat as the late war models such as the KAI. There's no way I can code this in though. I had a hard enough time coding the mini-mobile suits with build 18 templates. Making a giant build 21 mech would be impossible with my skill level. Edit: Zaku II V1.2, added a tube-shaded leg, and commanders antenna: Black tri-stars custom Zaku II: Chars custom Zaku II v1.2, added a tube-shaded leg, and commanders antenna:
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Thu Sep 18, 2008 12:25 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Gundam and Star Trek mods, converted to build 21.
Holy crap, I hope you can do atom groups. you may need to ask Zalo for help with that.
IT'S AMAZING
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Thu Sep 18, 2008 10:22 am |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: Gundam and Star Trek mods, converted to build 21.
The Zaku II is without a doubt my favorite mobile suit (Aside from the Gouf of course). As much as I'd like to trample enemy forces until I become bored, that thing looks like it'd be more than incredibly difficult to code. And yes, I agree. From what I hear, Zalo is one of the most ridiculous coders around. If anyone can do it, he could.
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Thu Sep 18, 2008 12:47 pm |
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Lupin
Joined: Wed Feb 14, 2007 11:07 pm Posts: 18
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Re: Gundam and Star Trek mods, converted to build 21.
Ocular Bleeding wrote: As much as I'd like to trample enemy forces until I become bored, that thing looks like it'd be more than incredibly difficult to code. I can imagine. It's hard enough for me to code mini-mobile suits, I bet large ones are a living hell. Ocular Bleeding wrote: And yes, I agree. From what I hear, Zalo is one of the most ridiculous coders around. If anyone can do it, he could. Well, I wouldn't want to pester him with a PM, so I'll just wait and see if he stumbles upon this thread or my post in the sprite thread. Would anyone be willing to code a battleship instead? I have a Zanzibar II class mobile-cruiser model that I could use as a reference so spriting it shouldn't be too hard. Of course, it wouldn't be full scale since a Zanzibar II is 836 feet long and 394 feet tall. Unless you really want it that big. There's also the Musai class cruiser and Dodai bombers that I made a couple years ago.. They're pretty plain though, as you can see.
Last edited by Lupin on Thu Sep 18, 2008 1:32 pm, edited 1 time in total.
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Thu Sep 18, 2008 1:19 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Gundam and Star Trek mods, converted to build 21.
That Zaku will be another mega boss like DS Imperator and AAL MPAM.Still love huge battles (Zorn vs DS or DS vs MPAM).
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Thu Sep 18, 2008 1:32 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Gundam and Star Trek mods, converted to build 21.
This song played in my head when I saw those sprites. http://www.youtube.com/watch?v=5uXh2fRG2Q8Godly.
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Thu Sep 18, 2008 8:34 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Gundam and Star Trek mods, converted to build 21.
I swear, there is a massive actor race going on. DS just announced a mech that makes the MPAM look like a small infant, and although these are taller, it's a lot wider.
I can feel some epic destruction in the air.
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Thu Sep 18, 2008 10:30 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Gundam and Star Trek mods, converted to build 21.
No, but see, this is old-school, vintage 1979 mecha. DS AND AAL BE FRONTIN'. And yes, that's a joke, which should be evident from the fact that most real-type robots descend from Gundam.
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Thu Sep 18, 2008 11:37 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Gundam and Star Trek mods, converted to build 21.
Now make a GM Sniper II and Jegan! Maybe a Gebera Tetra and Bawoo...
Hrm........
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Fri Sep 19, 2008 12:47 am |
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