Creatures to be used, current state - Help appreciated

Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 20 Oct 2014, 12:43

It would be the jumper type for me. But in-game only, please!
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 20 Oct 2014, 12:59

I also prefer the jumper but the other one is not bad, either. So, I would say we should keep the easiest to integrate (which have bones and is the most ready).
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 24 Oct 2014, 16:34

Hey, :)

An hero archer, anyone?
http://opengameart.org/content/archer-bleeds-game-art

I wonder whether the guy would be ok to give the blends.

Regards,
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 24 Oct 2014, 16:37

Thats just an sprite spreadsheet, if we were in serious need of models we can use the ones from megaglest, they are very low poly, but would fill a few places
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 29 Oct 2014, 16:51

***updated first post***
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 29 Oct 2014, 17:11

I love it (Will make a great picture for the 0.4.9 release :D)
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 20 Nov 2014, 11:43

Fixed Cave hornet, now with 125% more transparent wings!!
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 21 Nov 2014, 10:45

New cavehornet in. :)
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 21 Nov 2014, 21:44

this guy is almost ready:

Defender - http://opengameart.org/content/brigand

I managed to get it down from 12k to 7k polis, still a bit on the high side but its worth it; what name do you think would fit him? hes clearly a guard or watchman type, but defender sounds bad to me... By the way, i removed all other weapons so he will only be able to use his poleaxe, no weapon upgrades for him.
Animation is the last step before releasing him into the underground.
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Re: Creatures to be used, current state - Help appreciated

Postby Akien » 21 Nov 2014, 22:31

Nice model!

I'd propose "Halberdier" for a name. If it sounds fishy, google it, you'll see that it fits his type pretty well (halberd is the name of his weapon).
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 21 Nov 2014, 22:47

Yes, he is pretty nice and fits well the Hero faction IHMO ^^
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 24 Nov 2014, 12:18

He is cool. :) Can't wait to see that in game.
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 24 Nov 2014, 19:11

With this Halbadier model ill try animation by motion capture in blender, ill keep you guys updated about the progress; meanwhile i want your opinion on these models i found:

Orc replacement: current model is not bad, neither good... this one looks different but nice, none said orcs must all be piggy faced:
http://www.blendswap.com/blends/view/71680

Lizardman: the current model is good, but we dont have the sources so i cannot update animations or anything, this one can resolve that.
http://www.blendswap.com/blends/view/40891

New goblin: ill replace the weapon to something smaller
http://www.blendswap.com/blends/view/72394

Ranger: archer model? new green camo if we say yes
http://www.blendswap.com/blends/view/71099

Kobold replacement:
- glasses, + pickaxe , pretty cute and funny
http://www.blendswap.com/blends/view/68844
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 25 Nov 2014, 10:04

I like each and everyone of these. Yet, I'd like to see the Dr. Kobold in game to see whether it fits. Good catches in any case. :)
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 25 Nov 2014, 10:50

Yes, they are pretty nice. Indeed, the kobold replacement matches what I believe we should aim for: a funny game with original creatures ^^
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 25 Nov 2014, 21:07

Motion capture is awesome! this raises a few doubts on me, now its easy to get complicated animations on human models giving a lot of variety on them, these are the most basic animations used in OD at the moment:

Walk
Attack
Idle
Death
Sleep
Flee

So i want to know if its possible to:

Add more than one attack animation, they play at ramdom on each attack; if not more than one exist it defaults to Attack1
Charge to battle animation - if it doesnt exist defaults to walk
Dance ,used where? Casino?
Cheer, used when very happy or battle won (mood system dependant)
Sad - prisioner or used when mood very low (mood system dependant)
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 25 Nov 2014, 21:23

We could even define the animations in the creature config file so it has not have a specific name and it would be easy to know how many attacks or whatever is available...
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 04 Dec 2014, 12:45

I browsed throught literaly hundreds of motion capture files and just finished a nice library to use on models, now i only have to make a few finishing touches on the Defender model to finish the retopo and apply the new mocap rig to it. I have high hopes for this! :)
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 04 Dec 2014, 17:37

i want to fix the slime, can you give me the code for translucent material?
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 04 Dec 2014, 18:04

For the keeper hand, I've used this :
materials/scripts/Keeperhand.material
{l Code}: {l Select All Code}
import RTSS/NormalMapping_MultiPass from "RTShaderSystem.material"
material Keeperhand
{
    receive_shadows on
    technique
    {
        pass
        {
            ambient 0.0 0.0 0.0 0.5
            diffuse 0.0 0.0 0.0 0.5
            specular 0.0 0.0 0.0 0.5
            emissive 0.0 0.0 0.0 0.5
            scene_blend alpha_blend
            depth_write off
            cull_hardware none
            cull_software none
            texture_unit
            {
                texture Keeperhand_colC.png
                tex_address_mode wrap
                filtering trilinear
                colour_op alpha_blend
            }
        }
    }
}


Do you think you will have time for the kobold replacement ? It seems so nice ^^
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 05 Dec 2014, 11:12

It seems there are cool stuff incoming. ;)
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 10 Dec 2014, 00:51

the defender is ready! ill post it tomorrow :D
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Re: Creatures to be used, current state - Help appreciated

Postby hwoarangmy » 10 Dec 2014, 01:05

cool ^^
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Re: Creatures to be used, current state - Help appreciated

Postby Danimal » 10 Dec 2014, 21:35

Hes alive :), consider him the Heroes orc equivalent (cloned stats) until we properly arrange creatures roles.

http://opengameart.org/content/animated ... ka-brigand

Animations: Walk, flee/run, attack1 and attack2, idle, sleep, dance, happy, sad and die;
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Defender2.png
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Re: Creatures to be used, current state - Help appreciated

Postby Bertram » 11 Dec 2014, 16:40

Yeah :D Thanks to your latest work, I guess we're very close to release now... ;)
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