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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Wed Dec 24, 2008 2:41 pm Post subject: |

Not got much time so haven't read all the replies, however my sugestions are: - blind firing (gears of war style) - Generally 'chatting' 'interacting with others' stuff could be useful for cutscenes - limping, affected by damage type thing - different death animations depening on what's killed him; being blown up, shot etc
Agreed, it is a top notch model, classy
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my site

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Wed Dec 24, 2008 2:55 pm Post subject: |

man, this things gonna have like 1,234,321,234,657,435,405 frames _________________ bah

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Wed Dec 24, 2008 3:15 pm Post subject: |

Electro wrote:
hehe thanks again guys... will post another update in a few hours! I just woke up, so will be a while before I start working on it. SamUK: it's a 2048x2048, if you zoom in (obviously you can't on this pic hehe) you can see skin pores, fabric stitching/weaving etc.
I've made this model 10k polys and a 2048 to help futureproof things a bit. I haven't really seen anyone else make a quake player model and it's been around 12 years? So I figure mine will need to be able to last a while

Ohh , we have a pro in the house ehhh (nice portfolio).
10k should last a while , i think ut3's were only 1-2k
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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Wed Dec 24, 2008 5:10 pm Post subject: |

We've actually got several pros in the house, the community here is just old enough that many of those present have moved onto jobs in the industry =) _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Wed Dec 24, 2008 7:25 pm Post subject: |

Yeah , but i barely see pros do freelance stuff. _________________ Working on Solitude

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Thu Dec 25, 2008 4:25 pm Post subject: |

Maybe because pros usually never get the time or oppourtunity to work on something that they are passionate about...

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Thu Dec 25, 2008 6:30 pm Post subject: |

Lardarse - That statement is so sad, yet also true. Then you have Willem, who apparently has a room that stands outside of time. Heres an obvious addition to the suggestions for animations which I haven't seen in any response yet: swimming. Swimming in various ways, drowning, swimming pain animations, swimming firing animations, swimming while Using something, swimming death animations.... Or you could just make like Sonic and make the player jump up in the water with his legs and arms outstretched, mouth open in an O and sink off the screen with a "Bouwm!" sound.
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...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Thu Dec 25, 2008 8:59 pm Post subject: |

backstroke _________________ bah

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu Dec 25, 2008 9:34 pm Post subject: |

Headspin, windmill, backspin and transitions between. Also top-rock, downrock. Someone also code this, if you know what I'm talking about. _________________ Look out for Twigboy

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Thu Dec 25, 2008 9:34 pm Post subject: |

Coughing, a couple of taunts:P _________________ Working on Solitude

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Mon Mar 23, 2009 12:09 am Post subject: |

Not forgotten Now that the modeling/texturing is out of the way (I'm bored with it).. I can begin on the rig. Or rather... making the random techy gun thing that isn't actually any of the guns in-game.. sigh. There will be no multi-part md3 version. This will come in md3 as all the animations baked in q1 style (completely rubbish, good luck blending anything), but it'll serve hopefully as a decent replacement for the existing quake guy model.
The other flavour will be the model with a proper skeleton. Allowing for blending between animations and all that fancy stuff like running and firing at the same time (*GASP*). Hopefully Spike will be happy with this. He's the one that requested this model in the first place. So if you hate it, it's his fault.
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Unit reporting!
http://www.bendarling.net/

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Mar 23, 2009 12:17 am Post subject: |

Lookin' awesome. _________________ Apathy Now!

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Mon Mar 23, 2009 12:40 am Post subject: |

..Funny I was just thinking you had forgotten or more likely been to busy to work on it... He looks fantastic!

Electro wrote:
Not forgotten

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Mar 23, 2009 2:01 pm Post subject: |

His grinning expression is totally Ace _________________ Look out for Twigboy

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Tue Mar 24, 2009 3:30 am Post subject: |

Urre: he's pissed he had to appear in quake3 with slowed down gameplay and lack of shamblers. Ok here's "the gun". What gun is it? Who knows. It's a rather generic bleh design, so I've tried to stick faithful to that. It's on a seperate 512x512 texture by its lonesome, so that when people use vwep (with my other guns hopefully! - once they're done) It just won't need to be included at all. Maybe someone could turn it into a plasma gun or something though, that's probably what it most closely resembles for me.
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Unit reporting!
http://www.bendarling.net/

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