Ok, here's a textured lowpoly fetus(Though, I guess we'll call him something else). As you all know, I'm horrible at texturing, it's just for Sas to get some idea of what I'm thinking of.
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Ok, here's a textured lowpoly fetus(Though, I guess we'll call him something else). As you all know, I'm horrible at texturing, it's just for Sas to get some idea of what I'm thinking of.
http://www.thesaurus.com/roget/VI/980.html
personally, I think he looks like a "bogle" :)
Thank you very much. Though I agree that he looks the most like a 'Bogle', I want him to look more like a 'Fury'.
Ops..Here's the new picture...
...
You know...
Try coloring him green, and give him 2 arms that stick up off of near the top of his head (so they are mostly facing up, but not like bunny ears, more from the top sides of his body/head =). We could call him a goblin (I just typo ed "gablin"... with the size of that mouth, maybe its a better name? =). I dont think he should be red, its much to bright of a color, and could clash with the general atmosphere. Anyway, I want to see what he looks like with arms =).
Z.
PS: If anyone was scared by my recent post in Chit Chat, dont worry. I was severly depressed the night I posted it, but I am over it. I havent been that bad in a VERY long time (since I quit Battle.net about a year and a half ago), and I know why I was like that. I dont forsee it happening again =).
Oh, and the model looks excellent, as well as the texturing job (the texture itself needs work, but that is the job of the texture artist. The positioning itself is excellent!).
Z.
Ok, well I'm glad that's all been sorted out.
I've been working on a couple models myself, namely the stone wall, stone gate, stone tower #1 and #2. Right now the towers look out of proportion, so I want to fix this before I show 'em off.
Probably today you'll see 'em.
Texture positioning is'nt hard. But I'm a looser at drawing textures. =P
I sort of imagined this guy a red maniac and without arms. If we make him green, it would of course look more natural if he's supposed to be a forest-animal(camoflage). Like Darwin would have said it, a red forest-creature would be extinct in the woods. :)
About the arms, I wanted him without them. Though, him without them. Though, if we give him really long arms, he could use the to walk like a rabbit. Of course, that could look very weird(and cartoonish) which is exactly what we don't want.
I think at the moment he looks lopsided, for some reason. What about an extra leg in the front or back? Or a tail? And maybe some ears (I think he needs something on top to balance the legs). The red isnt such a problem (it doenst look bad at all), I think its just a little off balance =).
No offense, I hope =). Just suggestions =).
Z.
Ye4ah, of course, suggestions are always accepted with delight :)
Here he is, still in red, but with arms and horns. What worries me is that if we keep adding stuff, he just takes up more and more polys. Now, he's at 500 :(
....And here with some textures and lighting effects
Well, There wont be armies of these guys running around on screen, so it should be ok. At most, I would say 3 or 4 of these guys in a pack. Still, 500 is too many polys.
As for how he looks with horns and arms... I would shorten his arms a bit, and stick them above his head (think Dracula, creeping up on someone from behind, with his arms over his head =). Otherwise, its great!
Z.
Hey, Sas... Is someone working on that map editor?
As for the maps themselves... Do we want standard flat maps (you know, square, with physical edges), or do we want spherical maps(not really, just wrap around), or do we want both (mapper customizable)?
Z.
As I understand it, we had agreed on flat for skirmish/single missions and round for campaigns.
Oh, and no, I don't think anyone is. I am working on a way to do the website so that it will be ultra-customisable, however. I haven't got anything tangible for it, yet.
Ok, sounds good on the website thing =).
So I will build the maps to be customizable =). I should be back into it in a week or so.
Z.
hey sas, get something down for the web site information then work on extra features.
;)
It will be a matter of fill-in-the-blanks on the webpage after this is done.
But still, you're right. I think I'll do this today.
Zaei, we patiently wait for your arrival :)
Should be late next week, or early the week after. I am also anxious to start working again.
I picked up a book on AI yesterday, that looks like it should be perfect.
When I get going again, I will work on the database stuff, as well as revamping the ASE model format conversion, and the User Interface.
Igor, if you would like, animate up the little red guy. Ill need a walk animation, and an idle animation (just make him sway around a bit). It doesnt matter how many frames, but dont make it to many =). Ill need that in .3ds format, with his texture =).
Z.
Hey, you know what would be cool? If someone would draw up a concept of a screen shot for the game. You know, how everything will look in game when it is all done. It will give us all something to strive for =).
Z.
Okay. I'll see what I can do (It'll be pencil/paper).
If you don't mind, I can take a shot at drawing a concept sketch, at least for your UI :P
Sure, have a go. Just remember it is fully detachable ;)
Wish I could draw =). I would give me something to do, in all of this spare time I suddenly have...
Z.
Get ya self a skateboard and go get hurt ;)
I can do that well enough breakdancing =).
Z.
Yah, I'm sure it should'nt have to cost anything to get hurt :) Find yourself a church to jump off
Here you go
hehe
btw Larse - i like the new lizardman avatar
thx :)
It's job time.
Psyvision: I can't finish the GUI of the chat, I'm sorry, but I've been burdened by too many things that aren't worth mentioning. If you can, get started on a ToW Chat GUI and implement it. I'm sorry if this sounds too harsh, as soon as Zaei gets back from his move I want us to get the ball rolling as fast as possible, and that means CHAT.
Zaei: When you get back on your feet, try to go as far with the ToW database as you can. You can contact C++ trooper for the code when you're ready.
Igor: Remember that ToW Theme that you were working on? I want to see that finished :) Also, see if you can cut & paste (or get someone else to) textures from my lizardman drawing. Then try to apply them. If they look cartoonish, we can work on them.
Invitro (are you still with us?): Make some more ambient themes, based on the themes of the civs. Remember that list I showed you?
Anyone else: Contact me for details (If you're still with us). I can be contacted at [email protected] on Friday night and Saturday only (I'll explain on Saturday).
Suffice it to say, I'll be gone for a while :( And its not just this week.
I have all of the code (backed up on CD), but no working computer that I can do serious development on. I should be back in action in less then a week.
Hope everything is ok, Sas.
Z.
PS: Im not going to be moving anymore, sadly, though the preparations for the move are the reason im not working right now.
I wouldn't worry about Sastraxi. ;)
i'll see what i can whip up for ya sas.
Hey, here is a crazy idea...
I was playing Tactics Ogre last night on a GBA emulator, with SuperEagle on. I was like... Everything should have this =).
So, The idea is this... Why not implement SastraxiSmooth as an option in TOW? I think it would look pretty cool =).
Z.
can u elaborate on that mode or thing plz Zaei ? ;)
Have you seen what SastraxiSmooth does? Its basically a filter for image scaling, so that, whne an image is scaled, instead of being pixely, it is much more smooth. What I can do is, if the option is selected, do a render-to-texture on the scene, at, say, half size, and then scale it up with SastraxiSmooth, manually, and re-render that image to the screen. I think it would look pretty cool =).
Z.
I should be back in the loop in no more then a week and a half. Sorry its been so long, guys.
Z.
kool, hey no worries.