There we go, that looks good finally

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Nielk1
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There we go, that looks good finally

Post by Nielk1 » Thu Jan 31, 2013 7:18 pm

Image
Image

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Re: There we go, that looks good finally

Post by Red Devil » Thu Jan 31, 2013 7:27 pm

that's just....appalling

kidding; looks great, n1
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Re: There we go, that looks good finally

Post by Ded10c » Thu Jan 31, 2013 7:56 pm

I miss the bright saltflat look we had before, perhaps we can incorporate it in a daytime mission? :P Existing mission calls for a tunnel set too.

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Re: There we go, that looks good finally

Post by Apollo » Thu Jan 31, 2013 8:06 pm

Looks a little too dark but i'm sure it's better actually playing it. (the UT2k4 headlights would look good)

Looks like the trees are all the same and the clouds look too much of an oval shape.
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Re: There we go, that looks good finally

Post by Ded10c » Thu Jan 31, 2013 8:21 pm

The images I've posted were very early versions, so that's to be expected.
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Re: There we go, that looks good finally

Post by Nielk1 » Thu Jan 31, 2013 8:41 pm

Apollo wrote:Looks like the trees are all the same
Good eye, they are currently.

The mesh is rigged with a skeleton which will allow for easy variation and animation, but only the test idle animation currently exists and only a single stance. The Fang Willows will most probably come in a larger variation, as the rigging will allow not only for the constrained movement of the parts but for the adaptation of scale, length, and other properties normally thought of as 'fixed' in a skeleton. Of course, the scaling and length changes will all be baked, the skeleton after that will handle the animations.

If you have Firefox (which suddenly isn't working for me) or the APNG for Chrome plugin (which is still working for me) you can see the test animation (basic swaying) below.
Image

One shortcut we are considering is to apply physical properties in the modeler, apply forces, and then bake the resulting bone movements into a series of animations.



The planet was originally designed to be even darker, though because of major storms, both thunder and dust. Doing this effectively in BZ2 while not destroying playability is hard, so this level of visibility is probably appropriate while still conveying the darkness of the world. The plan is to have the player fighting the planet here, similar to as on Miasma, but in a more animate sense. The Fang Willows actively try to consume anything that wanders beneath them. The mission script thus far calls for dynamic objectives, where for example failing to reach the dust-off site in the given time window does not result in instant failure but instead in weathering a large dust storm.

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Re: There we go, that looks good finally

Post by Ded10c » Thu Jan 31, 2013 9:14 pm

Nielk1 wrote:The mission script thus far calls for dynamic objectives, where for example failing to reach the dust-off site in the given time window does not result in instant failure but instead in weathering a large dust storm.
A good excuse for a cave sequence, then :P

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Re: There we go, that looks good finally

Post by General BlackDragon » Fri Feb 01, 2013 12:09 am

AHadley wrote:I miss the bright saltflat look we had before, perhaps we can incorporate it in a daytime mission? :P Existing mission calls for a tunnel set too.

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Change the tree's and call it another planet :D
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Re: There we go, that looks good finally

Post by jack775544 » Fri Feb 01, 2013 12:17 pm

Looks great.
By the sound of it there will be a cave mission. I love cave missions.
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Re: There we go, that looks good finally

Post by Zero Angel » Fri Feb 01, 2013 3:43 pm

The cave mission in FE was one of my favorites
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Re: There we go, that looks good finally

Post by Red Spot » Fri Feb 01, 2013 5:02 pm

General BlackDragon wrote:Change the tree's and call it another planet :D
Just say 'race x first tried to terraform the planet, which can easilly be spotted by the large number of trees that originally come from their homeplanet, however ... [insert nastynessss]' :)

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Re: There we go, that looks good finally

Post by jack775544 » Fri Feb 01, 2013 11:08 pm

Zero Angel wrote:The cave mission in FE was one of my favorites
Same. That mission just had so much atmosphere. Like you were trying to sneak around a slumbering beast
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Re: There we go, that looks good finally

Post by jaydenbz2 » Sun Feb 03, 2013 8:33 am

Hmm, @ RD...I could say they terraformed a planet, Or I could just make new environment objects and a new map with the sand textures which would be a better choice imo, lol.

I'll be working on the wind tunnels so this world is really going to be hazardous, wind tunnels would make DM fun we could just say that.

ALSo, GBD's portal technology would come in handy in the salt flats map for DM use.. *hint hint.

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Re: There we go, that looks good finally

Post by Shy » Thu Feb 14, 2013 9:55 am

Looks Good, N1.

... So it's been a while for me. How are things around here? A-heh.

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Re: There we go, that looks good finally

Post by Mortarion » Thu Feb 14, 2013 7:45 pm

damn son how did you make that sky?
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