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Author Topic: The minimum approach  (Read 41283 times)
migb
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« on: December 09, 2005, 11:39:00 PM »

OK, this is my oppinion, and I think it's already been said by others.

What needs to be done first of all is to get this mod running.
That is, getting some code that is playable as first priority, and wait with the fancy stuff until there is a "solid bone" to build on.

The risk of NOT doing that, is that everybody starts making eldar wraithlords, necron tombspyders, razorbacks and sisters of battle models, that are impressive but utterly useless.
And then the mod slowly fades away...

SO, my suggestion for a minimum approach.
What should be needed to release the first playable beta af RS2 / W40K:
Models:
* Marine - done
* Boltgun
* Boltpistol - done
* Grenade - can surely be found on a model resource side
* Combat knife - can surely be found on a model resource side
* Tyranid warrior
* Tyranid claw weapon
* Tyranid ranged weapon

And the map. The cityscape map in progress would do just fine.
The mission: Ultramarines must destroy a hive mind building without suffering too many casualities. Tyranids win if they causes 50 marine deaths.

So, what do you think?
This is not meant to be ambitious, it's meant to be a backbone that can easily be build upon.
As soon as it is running, changes can be made to make it more interresting. F.x. could the hive structure be changed for a synapse creature, and we could have AI-controlled 'nids minions to run loose.
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ChromeAngel
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« Reply #1 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.
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Tortured_Soul
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« Reply #2 on: December 10, 2005, 10:45:35 AM »

Do you want me to give a Shout out on the UT40K board for you? We've got a lot of people viewing us just now as we released the new Beta (Number3) and we're getting feedback and even general chit-chat is running to an extent.
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ChromeAngel
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« Reply #3 on: December 10, 2005, 06:25:50 PM »

Sounds like a great idea to me TS  Cheesy
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zenarion
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« Reply #4 on: December 11, 2005, 04:14:11 PM »

Chrome tell us of your grand design! we know that you work in so mysterious ways, and must know what exactly you will be making Smiley
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migb
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« Reply #5 on: December 12, 2005, 06:30:52 PM »

Quote
Chrome tell us of your grand design!

Agree, it would be nice to know what have been made, planned and designed yet.
I just figured that anything not in the media section didn't exist, please upload all models even though they aren't skinned yet.
And some general progress report wouldn't be too bad.
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Typheron
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« Reply #6 on: December 13, 2005, 01:57:47 PM »

Patience, for i am going to be rendering the made models this evening.

although i can say that the basic SM kit is made and modeled although not all skinned.

Bob you have seen, thts the name of the marine BTW.

there is a nid warrior chrome did a while back, but chrome has call on whats happening to that.

and just cos i can www.geocities.com/typheron/RS2bolter.html
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migb
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« Reply #7 on: December 13, 2005, 04:56:55 PM »

The reason I did "the minimum aproach" thread was to make a list of what needed to be made, so modellers and other developers know what they should go for, if they want to help the mod.
So, can we make a priority list of suggestions for modellers (and others)?

On the bolter: Nice work, but the skull is not in typical imperial style. Looks more like a dark elf skull.
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Razielk
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« Reply #8 on: December 13, 2005, 07:04:11 PM »

before knowing exactly what is needed we need to finish the polls for both the teams and the game styles.  so far chrome has made pretty much all the things that can be aplied to any of the outcomes, anything else atm could just result in wasting time.  when the polls are closed i would imagine that the lists of everything needed will be displayed somewhere.

regarding the skull, i just checked on my marines and several of them have that type of skull
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ChromeAngel
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« Reply #9 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".
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Wolf
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« Reply #10 on: December 13, 2005, 11:37:58 PM »

min/max polys for the scout
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migb
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« Reply #11 on: December 14, 2005, 05:17:14 PM »

Yes, what poly count?
Would be nice to know the polycount aim for
- whole player model
- head
- weapons
- hands/claws (for close-up)
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ChromeAngel
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« Reply #12 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.
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migb
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« Reply #13 on: December 15, 2005, 04:31:13 PM »

Just what are the v_, w_ and p_ models?
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ChromeAngel
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« Reply #14 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.
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