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novodantis
Joined: Sun Jun 24, 2007 5:45 pm Posts: 36 Location: UK
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Skynet - Terminator Mod [B23 - WiP]
This is a very rough early version of the Terminator mod I've been working on very occasionally, as a few people were interested to see what's here so far. This mod contains: Aerial Hunter Killer [Transport] - a pretty much fully working dropship vehicle T-800 Terminators (of course)... although they're mid-respriting so they're mostly just normal Robot1's. The M25 Plasma rifle (as used by the resistance) and the M95 Plasma rifle (endoskeletons'). The M95 has some horrible offset issues right now but I'm going away for a week on Saturday and I haven't the time to fix it, so it's as-is for now. The Resistance version comes in two variants; with or without Flexi Sight (gives better visibility of the battlefield). Other things I've been planning or have started to put together: - Hunter Killer Unit - Resistance Long Range rifle - Sapper's explosive charge - Aerial HK [Armed] - T-800 with skin as destructible top layer CC is ideal in that the Ronin stand in brilliantly for Resistance and the selection of modern guns can add to the Plasmas as in the fiction. As said, I'll be away for a week so any feedback you have I'll get round to looking at when I return. Have fun =)
Attachments:
File comment: Prototype Terminator mod
Cyberdyne_v0.3.zip [1.11 MiB]
Downloaded 433 times
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Thu Jun 18, 2009 2:02 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Skynet - Terminator Mod [B23 - WiP]
That dropship sprite kinda sucks.
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Thu Jun 18, 2009 2:09 am |
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Gamefreak
Joined: Thu May 28, 2009 8:08 pm Posts: 31
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Re: Skynet - Terminator Mod [B23 - WiP]
I hate to agree, but it could be better, that being said, I have no way to back it up because I can't mod at all. Maybe a side view would be more recognizable? Also,
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Thu Jun 18, 2009 2:53 am |
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audiopulse
Joined: Wed May 27, 2009 8:33 pm Posts: 68
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Re: Skynet - Terminator Mod [B23 - WiP]
Dont you guys think the Transporter is still WIP - just like the title says?
Anyways. Still you might do good with resizing the engines - even if the proportions are right, they dont look too well the way they are: Kind of massive compared to those tiny arms. In the end it is more important to have your content good-looking instead of being 100 percent authentic. No?
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Thu Jun 18, 2009 8:18 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Skynet - Terminator Mod [B23 - WiP]
Well, I personally like the dropship, it looks appropriately 3d-ish, due to shading, most likely. But it could use a darker color.
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Thu Jun 18, 2009 10:06 am |
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D000M
Joined: Mon Nov 24, 2008 5:07 am Posts: 7 Location: Default City
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Re: Skynet - Terminator Mod [B23 - WiP]
Oh shi#.. Someone's working on mod I wanted to start. Knock: 378079671 (ICQ) Or just PM. We can make something better together, I think.
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Thu Jun 18, 2009 1:35 pm |
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Gamefreak
Joined: Thu May 28, 2009 8:08 pm Posts: 31
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Re: Skynet - Terminator Mod [B23 - WiP]
Terminator collab? Awesome.
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Thu Jun 18, 2009 2:18 pm |
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Dr Victory
Joined: Fri May 01, 2009 4:47 pm Posts: 77
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Re: Skynet - Terminator Mod [B23 - WiP]
I have already created a T800 endoskeleton only based on the dummy model i have also created a 40W plasma rifle I can donate both.
I have already created an aerial HK based on Darlos9D Darkstorm mods D43 "Yosei" Scout Drone.
I am looking at both the zombie spawner as the delivery system for T-800s and the posibility of creating a scene.
The wizcorp delivery craft could make a nice Time travel system also.
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Mon Jun 29, 2009 11:27 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: Skynet - Terminator Mod [B23 - WiP]
This is going good. I wish you guys a success. Can't wait to get a working Terminator in CC. Dr Victory wrote: I have already created a T800 endoskeleton only based on the dummy model i have also created a 40W plasma rifle I can donate both. Dummy? Terminator? You should make a joke actor who is a cybernetic organism with living tissue over Dummy skeleton.
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Mon Jun 29, 2009 11:38 am |
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Dr Victory
Joined: Fri May 01, 2009 4:47 pm Posts: 77
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Re: Skynet - Terminator Mod [B23 - WiP]
Merged some posts here
1st post
Well the OPs terminator looks pretty good but I will post mine in this thread if he don't mind it?
will check Darlos' and Duh102's licensing to see if they mind derivative works before upping the Time delivery or Aerial HK tho.
2nd post
OK I have PMed them both if they allow I will up the HK later and start work on altering the Teleport Glyph
3rd post
Good news I have permission to use the Wizard Tele Glyph.
I will start work on the Terminator Time machine this week.
Fingers crossed about the HK. Oh one point I am not sure the HK would be in scale its more like the prototype HK in T3 for scale.
EDIT CHECK OUT THE "MANDALORIAN" POST IN MOD RELEASES for the T-800 I will be releasing the Aerial HK and with luck the T-800 spawner later this week
Last edited by Dr Victory on Tue Jun 30, 2009 9:16 am, edited 1 time in total.
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Mon Jun 29, 2009 12:14 pm |
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audiopulse
Joined: Wed May 27, 2009 8:33 pm Posts: 68
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Re: Skynet - Terminator Mod [B23 - WiP]
Run. You tripple-posted!
And you post uselessly. Stop it.
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Mon Jun 29, 2009 2:31 pm |
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novodantis
Joined: Sun Jun 24, 2007 5:45 pm Posts: 36 Location: UK
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Re: Skynet - Terminator Mod [B23 - WiP]
Thanks to all who played and left some feedback. Regarding the dropship; the orientation was necessary because having it side-on would result in one engine in the middle of a wide mass, which would be dreadfully unstable in CC. I'm aware you could probably hack it with invisible engines but I have neither the time nor the inclination to do so. Additionally, I think it looks better against a night sky than in this quick screenshot, but the test level I've been doing is still too raw to include. I suggest you try on night/space levels. The same is true for the plasma pulse, which doesn't really look quite right on day maps. Dr Victory (and others), I would be interested in seeing anything you have on this subject and am happy to include any contributions, provided that they sit alongside this content or are significantly better than it. If you wish to post things here for us all to try, that's fine
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Tue Jun 30, 2009 12:21 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Skynet - Terminator Mod [B23 - WiP]
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Wed Jul 01, 2009 5:06 pm |
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GISMO
Joined: Mon Apr 13, 2009 3:18 pm Posts: 80 Location: FINLAND RULZ
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Re: Skynet - Terminator Mod [B23 - WiP]
Metal Meltdown wrote: Well, I personally like the dropship, it looks appropriately 3d-ish, due to shading, most likely. But it could use a darker color. agreed
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Wed Jul 01, 2009 5:26 pm |
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