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backdo we need more characters?

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do we need more characters?
Posted by
noobsaibot

Member
(22 posts)

clownfart wrote:
In your preview, he's a little boxy, is smoothing not done yet? Imo, he looks a bit too thin, but I really like the model.


This is just blender rendered animation and i don't have the mesh set to smooth shading. I imagine it will look better once a shader is applied. I need to know though if you guys think i should add more polys to the model especially the hands feet head before i go much further

I just added an armature also. so far it's just using blender's automatic bone weight but it doesn't look too awful :)




EDIT: updated preview to smooth shaded view
(updated 2012-07-31 23:02:52)

toukkapoukka

Has-been developer
(282 posts)

I think the character could use some more dynamic to the overall figure like wider shoulder area and narrower waist. Also more beef to the shoes and the short hands make him look like crippled, why are they so short?
Otherwise good job and hopefully you get this finished!

noobsaibot

Member
(22 posts)

toukkapoukka wrote:
I think the character could use some more dynamic to the overall figure like wider shoulder area and narrower waist. Also more beef to the shoes and the short hands make him look like crippled, why are they so short?
Otherwise good job and hopefully you get this finished!


ok i added some length to his arms and width to his chest ..not much but hopefully enough to make a difference

crizis

Mad Hatter
(4078 posts)

One suggestion would be bumbing the mid body a bit larger, in bigvic style. Just to make him look more badass and heroic, also to give more surface for the visibility :p

MagusZero
Chaotician
(1858 posts)

Well, I kinda like this sneeky guy; jackfly'd be pretty big though.

noobsaibot

Member
(22 posts)

made him a bit wider all around and I think I like it more than the first image i posted. But like Magus said I don't think this guys would be really built but more sneaky ;)

I wonder how hard it would be to add custom player sounds so that maybe every time he jumped he wasn't so loud :D
(updated 2012-07-31 23:57:48)

MagusZero
Chaotician
(1858 posts)

Volume should be the same, but a different sounset could be nice. Or he could use the bobot sound. There isn't a robot faction after all. I've always thought of them as a collective of bobots, but it'd be cooler having variants. So good job.

crizis

Mad Hatter
(4078 posts)

The model itself looks great now, but if I'd bitch about something, I would change those belt graphics on front with something little more techy pipes :p Looks a bit medieval-ish like moto mentioned.

adem

Группа ВКонтакте vk.com/wsw_ru
(1298 posts)

noobsaibot, if you are going to animate your model, can you make animation of helding gun like in Q3/QL?




RPG Master

Member
(1 posts)

I was just playing, and noticed how it looked kinda boring, all 16 of us looking the same. I totally agree, even texture swaps would be nice. :)

MagusZero
Chaotician
(1858 posts)

Was just imagining a concept for a set of characters: MUSICIANS!

Crash, Riff, Melody, and Bassline
drum, guitar, keyboard, and bass respectively :D

With sound effects all based on their instrument, rather than the standard grunting.




...sounds a lot like some of those posts I hate. I'd probably post concept art if I could draw though :D

noobsaibot

Member
(22 posts)

MagusZero wrote:
Was just imagining a concept for a set of characters: MUSICIANS!

Crash, Riff, Melody, and Bassline
drum, guitar, keyboard, and bass respectively :D

With sound effects all based on their instrument, rather than the standard grunting.




...sounds a lot like some of those posts I hate. I'd probably post concept art if I could draw though :D


lol It could be kewl if it were done right I suppose, You should at least try to draw some concept art. or maybe just go for it in blender ;)

noobsaibot

Member
(22 posts)




Well I've skinned the mesh and added a walk/run cycle. but I'm not having any luck getting it into the game yet :( the name shows up in player select but the model doesn't. I'm not sure what's wrong maybe my shader ..or do i need to have a finished animation.cfg for it to display? (I wouldn't think so)

crizis

Mad Hatter
(4078 posts)

http://lee.fov120.com/iqm/ this should have tools to convert it into iqm format

SkulP

¯\_(ツ)_/¯
(404 posts)

noobsaibot wrote:



Well I've skinned the mesh and added a walk/run cycle. but I'm not having any luck getting it into the game yet :( the name shows up in player select but the model doesn't. I'm not sure what's wrong maybe my shader ..or do i need to have a finished animation.cfg for it to display? (I wouldn't think so)


wow, this looks amazing. Can't wait for the other models :pp
(updated 2012-08-05 11:10:55)

noobsaibot

Member
(22 posts)

crizis wrote:
http://lee.fov120.com/iqm/ this should have tools to convert it into iqm format


ah yeah I already have them ;). But for some reason my iqm isn't showing up yet in game.
but what are the minimum requirements to have a model displayed? do I NEED animation.cfg or a shader to see it in player select?

crizis

Mad Hatter
(4078 posts)

jal, we need your help setting up the animation config :)

jal

master of the universe
(10599 posts)

noobsaibot wrote:



Well I've skinned the mesh and added a walk/run cycle. but I'm not having any luck getting it into the game yet :( the name shows up in player select but the model doesn't. I'm not sure what's wrong maybe my shader ..or do i need to have a finished animation.cfg for it to display? (I wouldn't think so)


That's looking very nice now.

crizis wrote:
jal, we need your help setting up the animation config :)


For starting the simplest thing is to copy the animation.cfg of any other model and set that walking loop at every animation

EDIT: Remember that you need a .skin file to provide the link between model meshes and shaders. Just a shader is not enough for these ones. Open any of the skin files in the other models with a text editor to see what's it about.
(updated 2012-08-05 13:12:43)

DroiD
Member
(67 posts)

If you get it working in-game tell me because i have tried with 3 models, obviously not mine (yet)and animated them but...

*cant find pics on pc*

in blender its like this:
o
|||
|
| |

in game its like this:

*undescribable thing*

so i would be really grateful if crizis put bobot example blend even tjo game is closed source

jal

master of the universe
(10599 posts)

DroiD wrote:

so i would be really grateful if crizis put bobot example blend even tjo game is closed source


I don't think they have any example. In most cases the modellers gave us the final model and that's all we got.
(updated 2012-08-05 15:54:53)


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