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976  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 16, 2005, 06:31:24 PM
Yeah Typheron, we really only need them for the Ork weapons in game modes that allows looting.
977  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 15, 2005, 06:44:23 PM
Quote from: "migb"
Just what are the v_, w_ and p_ models?

Weapons in HL2 each have 3 models, whose names start v_ w_ and p_.

The models starting v_ are the high resolution ones that you see in your HUD and include the hands that holds them.  This usualy has animations for loading, firing and idling.

The ones starting p_ are lower resolution and are attached to the hands of the player model.  When you see another player holding a weapon you are infact seeing the p_ model.

Finaly the w_ model  what you see when the weapon is lying on the ground, not being used by anyone.  w_ models  are typically at an even lower resolution than the others.
978  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 14, 2005, 06:47:46 PM
Quote from: "migb"
Yes, what poly count?
Would be nice to know the polycount aim for
- whole player model
- head
- weapons
- hands/claws (for close-up)


For use with in-game models, here are some guidelines :

Whole player model : 4000.
Head : Really depends on if you can see the face or not, if you can the head should be around 1/4 of the full player model.
Weapons : v_ models 2000, p_ models 500, Ork w_ models 500.
Hands/Claws : for use with v_ models 2000 for the full set of 2 or 4 appendages.

If you make models that absolutely must have more there will be some leeway if you really are making use of them.

Higher poly models can be used to generate normal maps for in-game models, but for them to be of any use their must be a matching in-game model that fits the guidelines.

I wont set any minimums because that might prevent you from being efficent, which is pointless...  However if you're using less than half the guideline limits it's probably going to look too crude.
979  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 13, 2005, 11:03:22 PM
At this stage I would say make whatever you feel like making.  Never stifle your drive to create.  Best just to get it out of your system, that's how Bob happened  :wink:

Duplicates can go to a vote to pick the best one or be combined if we have the source for both.  If you make something and we end up not using them at least you had some practice with the tools and added to your portfolio.

That said we have no guardsmen or marine scout player models which might come in very handy indeed as they would not require special skeletions and animations needed for "Bob".
980  Exterminatus - Rival Species 2 / Player Discussion / Suggestion to Gameplay on: December 13, 2005, 12:07:11 AM
We have a couple of modes sketched out that use DOD style "balanced sets", where all classes are available from the start and all are equal overall with strengths and weakneses.  One weakness of a sniper scout class is that he has puny armor compared to regular marines.  All the "balanced set" modes we've planned so far are also player vs player modes, so you wont always see the bugs coming...
981  Exterminatus - Rival Species 2 / Player Discussion / Imperial HUD concept on: December 12, 2005, 11:55:16 PM
Quote from: "zenarion"

i like these. could more information pop up when certain buttons are pressed? like the screen of a Spacemarine Auspex, working in a similar way to the Scouter in ESF for HL1?


I dont know.  I havent tried ESF.  What is it?  Some kind of radar?
982  Exterminatus - Rival Species 2 / Player Discussion / Suggestion to Gameplay on: December 11, 2005, 10:14:05 PM
I'm hopeing a new intake of RS players will be voting following the release of a new version.  I'm keeping the poll running for the RS release.

Their are still some things that can be done without having the setting and game mode fixed.  Making imperial maps and models to mention a few.  

While the delay is annoying it is also great oppertunity to gather our ideas and really think through the planned modes.
983  Exterminatus - Rival Species 2 / Player Discussion / Suggestion to Gameplay on: December 10, 2005, 06:29:48 PM
We have worked out plans for 4 different game modes for the Tyranids setting, there will be a short poll about which one to do once the setting has been settled.  One of those 4 modes has the tyranids as all AIs,
984  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 10, 2005, 06:25:50 PM
Sounds like a great idea to me TS  Cheesy
985  Exterminatus - Rival Species 2 / Player Discussion / Suggestion to Gameplay on: December 10, 2005, 12:13:16 AM
Ah  :roll:  I get it now.  It seems we might leave people waiting around a lot in that case.
986  Exterminatus - Rival Species 2 / Player Discussion / The minimum approach on: December 10, 2005, 12:10:59 AM
Thanks for trying, but I do actualy have a plan.

Before we go off making Tyranids we need to decide if we are aculy going to use them or Orks.  The plan is to wait for the publisity boost froma new release of Rival Species before closing  the poll on which race to use.  The
poll over in the rival species forum is still drawn between them at the moment.  If it stays drawn I'll use the winner of the seconday poll here.

I have models for all the marine equipment you listed, it's just not been skinned yet.  The marine model still needs to be animated.

If we get the marine's gear finished before RS is ready, i'll try and release a "marine deathmatch" minimod.
987  Exterminatus - Rival Species 2 / Player Discussion / THE "hi i'm new" thread on: December 08, 2005, 06:21:56 PM
Welcome All, glad to have you aboard  Smiley
988  Exterminatus - Rival Species 2 / Player Discussion / Imperial HUD concept on: December 08, 2005, 12:31:31 PM
Health is very important, I think it deserves that much space. You cant do much without it Wink  The eagle wings could be a a bit slimmer though.

I would like to keep the floor bar style, I think it's more intuative than numerals.  That said i'm not sure what effect the triangular shape will have.  Numerals on the other hand would take up less screen space.  I would like to keep the HUD un-cluttered.

I'm planning on having a menu screen the player can call up, like the scoreboard, only with his personal stats on it, for things that are used infrequently.  I'd put scanner stuff, the bells and whistles on there.

The human figure for showing health is a good idea, it would work as well for marines as it would for guard.  While I could code a different HUD for Guard it seems like duplicate effort that could be spent in other areas.
989  Exterminatus - Rival Species 2 / Player Discussion / Suggestion to Gameplay on: December 08, 2005, 11:58:39 AM
Fixed slots for superior classes was considered early on, however their is an issue is with choosing who gets those superior classes.

If you give them to the best players, they will dominate the game, making it feel unfair to lesser players.

If you make it first come first served the players with the fastest mouse and lowest ping get them, since these guys are probably the same as the as the best players you get the same problem.

If you had them out randomly it can feel very arbitary and you almost always never end up with the class you want and no-one feels rewarded.

Finally balancing mixed strengths of classes in games with varying numbers of players can be very tricky.
990  Exterminatus - Rival Species 2 / Player Discussion / Secondary Votes on: December 06, 2005, 11:14:45 PM
... or having seen how the first poll is going.
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