LightNinja Posted March 23, 2006 Posted March 23, 2006 Everything is finished, well i have to do the .veh and .npc, anyone knows what kind of bullets does it shot? I have attached a bolt driver so that the first person camera will be over the seat, but i have to try it in game, animation samples: PS.: The frames per second are distorted because of the conversion from .avi to .gif, and because i didnt set any custom fps making the renders, so dont worry, in game it will move ok.
LightNinja Posted March 25, 2006 Posted March 25, 2006 in-game shots : The first person view from the vehicle works perfectly, i just forgot to make an screenshot. Oh and dont worry about why the atap of the right have 1/4 of his foots in the floor, thats because on SP custom walkers doesnt work and when you look up and down the whole model moves, instead of only the head. In MP it works perfectly.
Cuillere Posted March 25, 2006 Author Posted March 25, 2006 Good work LightN' O_O ! Well, nobody wants make a specular shader on this walker ?
Cuillere Posted March 25, 2006 Author Posted March 25, 2006 I want learn, but i don't know where to begin.
Pahricida Posted March 25, 2006 Posted March 25, 2006 The specular map is basically just a greyscaled version of your texture with increased brightness and contrast. The more contrast you give it the brighter it will shine when light is projected onto the surface. The shader is also fairly easy: models/players/modelfolder/texturename { q3map_nolightmap { map models/players/modelfolder/texturename rgbGen lightingDiffuse } { map models/players/modelfolder/texturename_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } Most of the time the specular texture is called exactly like the main texture with a "_spec" suffix attached.
MasterDragoon Posted March 25, 2006 Posted March 25, 2006 erm lightninja u forgot to make the small leg come down to the ground to keep the at ap balanced sorry to do this to ya
LightNinja Posted March 26, 2006 Posted March 26, 2006 Im not stupid. After that, i talked to Culliere and he told me to dont move the middle leg, thats why he made it smaller than how it should be, thats why i didnt animate it in the walk animation.
MasterDragoon Posted March 26, 2006 Posted March 26, 2006 well i know that when it walks the little leg is up but when it fires it has to be down to give it balance thats what i just saying
LightNinja Posted March 26, 2006 Posted March 26, 2006 theres not a "fire" animation in this game, so it cant be done
Psyk0Sith Posted March 26, 2006 Posted March 26, 2006 I thought you'd put it down when it's standing still, when it starts moving you'd animate it going up?. But eh that's still cool.
Zappa_0 Posted March 27, 2006 Posted March 27, 2006 So when are u gonna start on a new JA model psyk?
Zappa_0 Posted March 27, 2006 Posted March 27, 2006 ah come on, im sure theres still one more good model in ya somewhere
Psyk0Sith Posted March 27, 2006 Posted March 27, 2006 Grievous is too detailed for JA now, the final count should end up in 10k range. Now let's get back on topic.
Cuillere Posted March 29, 2006 Author Posted March 29, 2006 Now, i must setup the weapons. thx Pahricida for the shaders
Zappa_0 Posted March 30, 2006 Posted March 30, 2006 Looks cool dude! Let me know when its ready and I will get it up on PCGM for you.
[JFH]Robert[L] Posted May 29, 2006 Posted May 29, 2006 when is this vehicle gana be released? darn i cant wait
[JFH]Robert[L] Posted June 19, 2006 Posted June 19, 2006 pleas i beg. releas this! we need. i need a pod walker, rawr, iam praying that this project is not death!
Zappa_0 Posted June 19, 2006 Posted June 19, 2006 He has been busy with school and stuff. he told me on msn that he will be back real soon.
Darth - Vorus Posted November 23, 2008 Posted November 23, 2008 Did he realeased this model? I think this walker is awsome
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