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Contra Remix 2 Released


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#241 Pendaelose

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Posted 08 July 2005 - 04:25 PM

the first version of 'moving' animation  :p
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<{POST_SNAPBACK}>

Very sweet indeed... I like it alot. SuperUnit hell yeah.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#242 Guest_Guest_*

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Posted 09 July 2005 - 02:18 PM

Yeah Viator has tons of talent i've not seen any other finish something like that in that little time !!! I want to thank him again for this ! I LOVE this model its my favorite one !  ;) And i think that many gonna like it.... Pendaelose also like it !!!  ^_^ I also want to thank matador for the skinning !!! ;)  And Pendaelose for coding !  :)  Well matador im sure youre gonna make very good work with this ! If you have any progress (when you 're ready to do it) post it !

<{POST_SNAPBACK}>

Thats right ! Matador if you have any progres we all be happy to see it... ;)

#243 matador

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Posted 09 July 2005 - 06:52 PM

ive yust looked close to the top and it is HUGE ^_^
thank god i got monday a free day so i think it will be ready around this time on monday ;)

but dont shoot me if its not ready then ;)

#244 M.E.C.H.

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Posted 10 July 2005 - 03:13 PM

ive yust looked close to the top and it is HUGE ;)
thank god i got monday a free day so i think it will be ready around this time on monday :)

but dont shoot me if its not ready then ;)

<{POST_SNAPBACK}>

:lol: Nooo, Thank you alot ! Im waiting to see the progress of the skining... I cant wait to see this walking and ruling the battlefield :lol: !!! Viator wats the progress of the animation ?

Edited by M.E.C.H., 10 July 2005 - 03:26 PM.

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Mod Progress:
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INI___:----------------------------------------

Link : http://forums.revora...p?showforum=859

#245 viator

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Posted 11 July 2005 - 06:17 AM

i'll post some later ;)

but first, weapons placement
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is WEAPONCxx allowed? or should i put there headlights?

Edited by viator, 11 July 2005 - 02:17 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#246 stack111

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Posted 11 July 2005 - 09:03 PM

but first, weapons placement...
is WEAPONCxx allowed? or should i put there headlights?


WEAPONCxx should be on the top above WEAPONAxx on the missile pod
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that animation is great, for you second draft make the top part tilt to one side as a leg is being lifted, that would really really show the weight of it
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#247 M.E.C.H.

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Posted 11 July 2005 - 10:19 PM

i'll post some later  :p

but first, weapons placement
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is WEAPONCxx allowed? or should i put there headlights?

<{POST_SNAPBACK}>

Wot i left for some days and i didnt have access to internet, No stack i want to create this mech a total tank killer i will make it kill any tank but will have to go close (it's range its 190), and kill any tank in one shot (Of course one shot of the gauss that will be fired from the big holes next to his head, and not from its hands)but helpless vs aircrafts, so the missile pod is not an option the two laser under its head is a good idea (also in the mechwarrior game it fires laser from there...) When it will be ready pendaelose will make the code (i want to thank him for this !!!) And then i will insert this into the current version of Pendaelose i have, But when creator release its new version i will place it there too, so if creator has in the next version a mech that is medium for everything (twin plasma cannons, twin gattlings and a missile pod) I will put an advenced TANK KILLER :blink: !!!!Also i think that pendaelose will include this mech to his next version ;) !
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Mod Progress:
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Link : http://forums.revora...p?showforum=859

#248 viator

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Posted 12 July 2005 - 11:06 AM

that animation is great, for you second draft make the top part tilt to one side as a leg is being lifted, that would really really show the weight of it

<{POST_SNAPBACK}>

i tried to make sth that would looks like tilt...
have a look :dry:
download (require xvid or other MPEG4-compliant decoder)
Edit: one more

Edited by viator, 12 July 2005 - 04:32 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#249 M.E.C.H.

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Posted 12 July 2005 - 11:46 PM

that animation is great, for you second draft make the top part tilt to one side as a leg is being lifted, that would really really show the weight of it

<{POST_SNAPBACK}>

i tried to make sth that would looks like tilt...
have a look :lol:
download (require xvid or other MPEG4-compliant decoder)
Edit: one more

<{POST_SNAPBACK}>

Very nice !!! I downloaded the second one and it is very nice ! I will download the first later, very good work viator thanks again ! Matador are we having any progress with the skinning ? :dry:
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Link : http://forums.revora...p?showforum=859

#250 Creator

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Posted 13 July 2005 - 06:00 AM

the first version of 'moving' animation  :dry:
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Robot body should move up and down when he is walking. Fix please.

#251 viator

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Posted 13 July 2005 - 07:15 AM

yes, i've made that in next version, but did someone download it? :dry:
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Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#252 Pendaelose

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Posted 13 July 2005 - 02:23 PM

yes, i've made that in next version, but did someone download it?  :p
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I saw. Very nice. I especialy like the newer walking animation. the torso movment makes a huge differnce. I'm finaly back in town so I should be able to start working again.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#253 viator

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Posted 13 July 2005 - 04:02 PM

fafnir for testing :p

     IdleAnimation       = Fafnir_SKL.Fafnir_STA 5 60
      IdleAnimation       = Fafnir_SKL.Fafnir_IDA
      IdleAnimation       = Fafnir_SKL.Fafnir_IDB
      AnimationMode       = ONCE
what do those numbers mean? fps? when they are present game wont play _IDA and _IDB (idle anims) :/

Edited by viator, 13 July 2005 - 05:04 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#254 Pendaelose

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Posted 13 July 2005 - 04:10 PM

fafnir for testing :p

     IdleAnimation       = Fafnir_SKL.Fafnir_STA 5 60
      IdleAnimation       = Fafnir_SKL.Fafnir_IDA
      IdleAnimation       = Fafnir_SKL.Fafnir_IDB
      AnimationMode       = ONCE
what do those numbers mean? fps? when they are present game wont play _IDA and _IDB (idle anims) :/

<{POST_SNAPBACK}>


I think for idle it should be 0 60 I think. I think the 0 is min speed and 60 is max. as long as the unit is between these speeds it will play the animation... but I'm honetly not 100% sure. You might want to try around with 0 10... I will see if i can get a Fafnir Test run today for myself.

Edited by Pendaelose, 13 July 2005 - 04:12 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#255 viator

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Posted 13 July 2005 - 04:42 PM

thanks :dry:
now it works (updated version)

_IDB animation looks kind of wierd in game ;)
probably will be replaced :p
maybe someone has an idea for new one?
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#256 Pendaelose

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Posted 13 July 2005 - 08:15 PM

thanks :dry:
now it works (updated version)

_IDB animation looks kind of wierd in game  ;)
probably will be replaced  :p
maybe someone has an idea for new one?

<{POST_SNAPBACK}>



I've not gotten to see it in game yet. you really don't need much of an idle animation. The turret can be given a idlescan behavior that looks pretty darn good. easier to customize too. you can look at the aiupdate code for a patriot to see what I mean.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#257 M.E.C.H.

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Posted 13 July 2005 - 11:41 PM

I've not gotten to see it in game yet.  you really don't need much of an idle animation.   The turret can be given a idlescan behavior that looks pretty darn good.  easier to customize too.  you can look at the aiupdate code for a patriot to see what I mean.

<{POST_SNAPBACK}>

I would gladly help but i don't know nothing about modelling ! Pendaelose when you will be able to start coding, when matador has the model ready ? Viator Fafnir is the best unit i've ever saw in generals !!! Thank you very much for this ! :p :dry: ;)

EDIT: Creator are you ganna use the fafnir in your version ? If you think it doubles the work of your the first mech then think it like this : The first mech is medium-good at everything (plasma:tanks, gattlings:infantry, rocket pod: planes), the second works like a tank slayer it kills any tank with it's big cannons but has short range, big life and no hope against planes,helicopters and infantry should make his life a nightmaire too !!! The fisrt one at lvl 4 and a cost of 3200 $ and the second at lvl 5 with a cost of 6 or 5000 ! :huh:

Edited by M.E.C.H., 13 July 2005 - 11:59 PM.

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Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------

Link : http://forums.revora...p?showforum=859

#258 Pendaelose

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Posted 14 July 2005 - 12:09 AM

Pendaelose when you will be able to start coding, when matador has the model ready ?

<{POST_SNAPBACK}>


I've got about everything i need to start... I just need a chance to do it. my home life is far to restricitve (wife&kid) and I've had visitors sharing my office this week
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#259 viator

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Posted 14 July 2005 - 07:03 AM

I've not gotten to see it in game yet.  you really don't need much of an idle animation.  The turret can be given a idlescan behavior that looks pretty darn good.  easier to customize too.  you can look at the aiupdate code for a patriot to see what I mean.

<{POST_SNAPBACK}>

didn't know that... i've made them because tankhunter has them :)

I would gladly help but i don't know nothing about modelling ! Pendaelose when you will be able to start coding, when matador has the model ready ? Viator Fafnir is the best unit i've ever saw in generals !!! Thank you very much for this ! :p  :)  ;)

<{POST_SNAPBACK}>

i'm glad you like it ;)
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#260 Guest_Guest_*

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Posted 14 July 2005 - 10:21 AM

I've not gotten to see it in game yet.  you really don't need much of an idle animation.   The turret can be given a idlescan behavior that looks pretty darn good.  easier to customize too.  you can look at the aiupdate code for a patriot to see what I mean.

<{POST_SNAPBACK}>


EDIT: Creator are you ganna use the fafnir in your version ? If you think it doubles the work of your the first mech then think it like this : The first mech is medium-good at everything (plasma:tanks, gattlings:infantry, rocket pod: planes), the second works like a tank slayer it kills any tank with it's big cannons but has short range, big life and no hope against planes,helicopters and infantry should make his life a nightmaire too !!! The fisrt one at lvl 4 and a cost of 3200 $ and the second at lvl 5 with a cost of 6 or 5000 ! ;)

<{POST_SNAPBACK}>

You know thats the wrong thing about all this ''Fafnir" idea(which i like a lot).
Somebody sead:"whait until Creators version to see what units is he going to add cause making the same unit it wont help a lot!!!its only waste of time :p
I dosnt have to say that i like a lot this mech but there is no need to build a unit from scatch that already is plant for the contra 4 ;)




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