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31 - 10-15-2010, 04:59 PM quote
Numbuh 178
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Or, if you wanted to have more realistic ammo types, there could be ones such as full metal jacket, hollow point (although, illegal to use in war), tracer rounds, and incendiary.

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Originally Posted by Thalagyrt
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Quote:
Originally Posted by Deflun (to SnowFire789)
Hey look its Captain Irunatzombiesandlivewhileyoualldie
 
32 - 10-15-2010, 05:15 PM quote
Deflun
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Maybe different ammo types with different speed, (penetration?) , damage and recoil multipliers



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33 - 10-15-2010, 06:21 PM quote
Alviss
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My opinion on BF2 like rank unlocks is that, your skill should make you a better player, not the gun you use. If you're better than someone else, you should win due to skill, not because of the weapon you use. If you caught a guy by surprise, put rounds into him, but he one-shots you because his gun has super-mega ammo, and you loose, that would piss you off.

@ Def's models.

Sorry i havent gotten back to your PM, i will later.

That pistol looks really cool, i could totally use it, assuming sketchup can export to a format useable by Blender (.obj or something), then i have to map textures to it, scale it, put nodes on it, and then export it into a DTS.

That gun looks soo freaking cool, but im worried about the gun but and clip slot, I think those will be inside the players arm, and not visible. The way the players arm holds the gun is a right angle, and not a wrap-around the butt look that a real person would do to hold a gun like that.

Also, no i cant put individual number ammo readouts on the gun, thats up to 20, or so per model, and thats a lot of individual texture animating. I can do a light or something, a simple animation when it's loaded.

Do you guys really think i should do Unlocks? Ammo? (Badges on the player are a definite yes). Incendiaries would be really cool in PVZ, and no one could complain about unfair advantages. I can call it like... a Virus-Reactant round

Dont fucking bitch at me if this shit breaks your computer.
By installing this you agree to the above.
You've been told.

Last edited by Alviss : 10-15-2010 at 08:54 PM.
 
34 - 10-15-2010, 06:54 PM quote
Deflun
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Er, I'll work on a reduced version

Also, me and numb were having a conversation the other day, it turned out sketchup can export to .dae.

oh, and I don't seem to be able to export to .obj anymore O.O



Come to the city instead!, you'll see animals the size of dogs and cats the size of dogs!

Learn how The Construct is actually Freemasonry!

Last edited by Deflun : 10-15-2010 at 06:58 PM.
 
35 - 10-15-2010, 07:14 PM quote
Deflun
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Alright, here's a shorter version, call it RF32C
it's next to a standard one for comparisson
Next thing to do : stop double posting

Oh by the way, can't you just have multiple hold poses?, I mean in T2 they did that for the sniper!
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Come to the city instead!, you'll see animals the size of dogs and cats the size of dogs!

Learn how The Construct is actually Freemasonry!

Last edited by Deflun : 10-15-2010 at 09:21 PM.
 
36 - 10-15-2010, 09:14 PM quote
Alviss
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@Deflun

Yeah, i can totally use .dae (Collada) if you can export them to that, and send them too me i can get them in-game.

You dont mind if i modify them do you? (Just to make them fit)

Quote:
Originally Posted by DEATHBORN
Alv, im making paint templates for the armour classes, so that the people more akin to using a more complex editor aside from paint can work on some fancy stuff as suggestions, ill edit my post when i have them done. (and if you think its a nice idea so you have something to work on, you can now have stuff as reference, if that IS even what you want.)

By the way, the outlines arent a limit persay, just a guide line, but preferably try to stick to them so you can difrentiate between classes.


If you mean a texture wrap for a new player model, that would be great. It's easy to make a model's UV wrap fit for a pre-determined texture, but it's hard to make a texture fit a model. Oorr, we all could just wait for the model to be made, then i can UV export the wrap and you guys can decide amongst yourselves whoes texture we use.

I currently have a UV map already set for a generator Here.

http://www.raptorhideout.com/upload...d/Gen_Side2.jpg
http://www.raptorhideout.com/upload...d/Gen_Front.jpg
http://www.raptorhideout.com/upload...ed/Gen_Side.jpg

http://www.raptorhideout.com/upload...rmature_txt.png
http://www.raptorhideout.com/upload...eed/Gen_txt.png

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Originally Posted by DEATHBORN
you do know he was kidding... right?


I wrote that after he posted.

Dont fucking bitch at me if this shit breaks your computer.
By installing this you agree to the above.
You've been told.

Last edited by Alviss : 10-19-2010 at 05:31 PM.
 
37 - 10-15-2010, 09:32 PM quote
Deflun
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Alright, I sent you the models, you can do as you please with them but PLEASE show screenshots as soon as possible , also, I get to pick their names!!

if there's anything else I could do for you just say so, I loved making those



Come to the city instead!, you'll see animals the size of dogs and cats the size of dogs!

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38 - 10-16-2010, 01:51 AM quote
Wraith117
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Make forum announcement when first playable version is ready for testing
 
39 - 10-16-2010, 07:30 AM quote
{dggs}Demoncard
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Needs realistic ammo sizes.

.45 5.56 7.62 etc.
 
40 - 10-16-2010, 08:46 AM quote
Phantom139
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I'll take a look at this sometime, sounds interesting.

On another note, you might consider holding off for a few months? I'm planning on getting Torque 3D Studio Pro sometime by the end of this year for the start of my group's game projects, and that version has a transferable license.

If you want, I'll help out with this too, sort of as a thank you for the help you did for that C&C mod we worked together on.

As for my inputs:

* Need to have a more dynamic AI control system, instead of just the usual, CCM zombies. Torque has a good AI system.

* and you best follow the same advise Thyth gave me, write an x509 RSA based account system, and you scratch the need for a 24/7 account server (which I can provide my C++ code for ).

* as for a rank system, you might want to do something I'm planning on doing for our TWM/TWM2 game, which is customizable armor settings unlocked by rank.

* you could do a prestige system, we're calling ours the "officer" ranks.

* weapon classes, you could have weapon crates that have weapons based by class:
** IE: Rifles, SMGs, Shotguns, Ect.

* As for your gun butt issue you mentioned above, you don't need it
** Instead, add a small system that handles a "melee" attack, and you could do some player animation to show it.

Quote:
Originally Posted by Alviss
I would even bare you five children each of a different ethnicity and all named Phantom.


My TWM2 Stats

Last edited by Phantom139 : 10-16-2010 at 08:52 AM.
 
41 - 10-16-2010, 09:04 AM quote
DEATHBORN
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Quote:
Originally Posted by Alviss
If you mean a texture wrap for a new player model, that would be great. It's easy to make a model's UV wrap fit for a pre-determined texture, but it's hard to make a texture fit a model. Oorr, we all could just wait for the model to be made, then i can UV export the wrap and you guys can decide amongst yourselves whoes texture we use.

I currently have a UV map already set for a generator Here.



thats neat, if i may ask something, underwater handling... ive been running up a very (VERY) rough looking drawing of a scout armor being able to hover at the same height underwater, considering how the armours may not have had land jets, but underwater jets instead, will you be able to make the armour do animations underwater? the suit opening up certain parts and fans inside start to spin effect would look pretty nifty

Quote:
Originally Posted by Numbuh 178
Or, if you wanted to have more realistic ammo types, there could be ones such as full metal jacket, hollow point (although, illegal to use in war), tracer rounds, and incendiary.


tracers do ignite their targets if repeatedly hit with them, but if you want them as bouncing/deflector bullets as in, they ricochet off of surfaces (exept water) 3-4 times, and with reduced damage due to speed loss, then id probably want tracers over other things that bit more, but i guess it would depend on the situation, assimung td is on at the time, no way in hell would i use them aside from pvp to flush enemys out of cover

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DEATHBORN wins the thread.


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Last edited by DEATHBORN : 10-16-2010 at 09:17 AM.
 
42 - 10-17-2010, 09:10 AM quote
{dggs}Demoncard
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By melee, I hope you don't mean Modern Warfare 2 style "Commando Pro" and "Tactical knife". Because thats just ghai.
 
43 - 10-17-2010, 09:28 AM quote
Signal360
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You should have a currency and unlock weapons and equipment by spending.

You could have a ranking system that unlocks customisations and all that.
 
44 - 10-17-2010, 09:33 AM quote
Deflun
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Quote:
Originally Posted by Signal360
You should have a currency and unlock weapons and equipment by spending.

You could have a ranking system that unlocks customisations and all that.


Maybe the currency could work like in counter strike, you get some for kills or completing objective, buy your equipment with that, and if you die, you lose your equipment, could be used to buy vehicles/packs too(?)



Come to the city instead!, you'll see animals the size of dogs and cats the size of dogs!

Learn how The Construct is actually Freemasonry!
 
45 - 10-17-2010, 10:27 AM quote
Signal360
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Yep, the same sort of thing in Killing floor too i guess.
 
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