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Godzilla Mod. (No, this aint some stupid idea.)
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Godzilla Mod. (No, this aint some stupid idea.)
I've been watching Godzilla vs Megaguirus while eating a piece of fish. When I took a bite of that fish, a mod flashed before my eyes. I saw a huge Godzilla looking sprite due to my playage of the Liberty Prime mod™. And I saw a wave of UniTec™ Zealots™ being blasted away by a wave of blue fire.
I ask thee modders, can you make this dream happen?
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Sat Mar 17, 2012 12:06 am |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Godzilla Mod. (No, this aint some stupid idea.)
Nonsequitorian wrote: Yes, but we probably don't have the drive nor reason to do it. It would take a lot of work and probably be only a novelty mod. Good point, but if we did, we still dont have NEARLY enough modders online all at once on a daily basis to make this work as close to flawlessly as we can, sprites would be easy, but the ini coding and LUA would take days to figure out. let alone balance.
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Sat Mar 17, 2012 3:11 am |
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ryry1237
Joined: Sun Dec 25, 2011 7:23 am Posts: 269
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Re: Godzilla Mod. (No, this aint some stupid idea.)
I see the main issue being the walkpaths which for such a large actor will undoubtedly cause a plethora of problems (I am assuming you're imagining godzilla as being larger than even the dummy behemoth and coalition punisher).
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Sat Mar 17, 2012 3:45 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Godzilla Mod. (No, this aint some stupid idea.)
I'm just going to drop my old GODDAMN corp mod here as testament that walkpaths are a ♥♥♥♥♥.
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Sat Mar 17, 2012 3:50 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Godzilla Mod. (No, this aint some stupid idea.)
If it were say, as large as the Coalition Punisher, could it be easier due to walkpaths ( A problem for everyone? )
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Mon Mar 19, 2012 4:11 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Godzilla Mod. (No, this aint some stupid idea.)
That would definitely be easier since the walkpath is already there. Now to tackle the issue of Godzilla's tail.
By the way, which Godzilla are we using here? The Toho pictures original one, or the American remake?
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Tue Mar 20, 2012 3:37 pm |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Godzilla Mod. (No, this aint some stupid idea.)
Eh, American godzilla not so really. Toho one was awesome. Yknow, the one with the huge purple backspikes. That was cool.
So basically, it's just simply respriting and rearming the coalition punisher pretty much, because that's the easiest.
For the tail, would perhaps it be easier to (I don't have much experience modding, yo) create a separate actor attached to his ass, that's main priority is to move up and down and crush enemies underneath it's weight?
Last edited by Hellevator on Tue Mar 20, 2012 8:55 pm, edited 1 time in total.
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Tue Mar 20, 2012 6:13 pm |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Godzilla Mod. (No, this aint some stupid idea.)
(Thanks, edited now)
Last edited by Hellevator on Tue Mar 20, 2012 8:56 pm, edited 1 time in total.
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Tue Mar 20, 2012 6:17 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Godzilla Mod. (No, this aint some stupid idea.)
Hellevator wrote: For the tail, would perhaps it be easier to (I don't have much experience modding, yo) create a separate actor attached to his ass, that's main priority is to move up and down and crush enemies underneath it's weight? there is a thing called the edit button. but no, go look at the Lizards mod.
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Tue Mar 20, 2012 8:24 pm |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Godzilla Mod. (No, this aint some stupid idea.)
Ah. I see. Forget about the tail being anything than just dead weight.
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Tue Mar 20, 2012 8:55 pm |
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