Prometheus|ANJ
April 4th, 2003, 11:22 AM
Silly DSG's
http://www.itchstudios.com/psg/junk/underwater.jpg
Underwater something: Poor composition. I don't know why I even bothered painting it. The plates in the shoulder makes the diver anatomy hard to read.
http://www.itchstudios.com/psg/junk/sgstorm.jpg
Storm: "Tornado in Tokyo"
Yeah, that's right, wierd, blatant pose. She wasn't supposed to be flying at first and I sorta Just drew the hair over the face cuz I rushed it. Lame. I'm not even happy with the panties on this one.
http://www.itchstudios.com/psg/junk/dsgapoc.jpg
Apocalypse: This one turned out like a HPX homage. I didn't mean to.
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Some old thing I found
http://www.itchstudios.com/psg/junk/insect_color2.jpg
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This is an alien I designed for an idea I had about a UT2003 mod. I was gonna model it but gMax discouraged me with all its mystery meat button crap. Modelling was certainly easier 10 years ago I think. It's very hard for me getting back into modelling now, and I'm smarter now than I was when I was 15.
Tried out two different color schemes. Not really happy with any of them.
http://www.itchstudios.com/psg/junk/alien1or2.jpg
The idea of the mod is as follows; I want to play coop with some bots/players and blow up tons of attacking aliens.
To start with:
Make the alien model, texture and the bone arrangement and implement into the Karma thing. Adjust the AI in the existing .uc files so aliens attack and players defend. The aliens only fights in close combat and can't use any weapons (perhaps they can spit acid a short distance, I dunno). They should have about 30 health points or so, because their advantage is their numbers and I want to blow up tons of them.
Make a map. The players and the bots defends a base with multiple entries. The aliens spawn outside the base in great numbers (accumulating). Their goal is to take out either the players (in which case players only have one life) or destroy a couple of reactors or something.
Upgrade the Radius, Damage, MomentumTransfer(?) on the rocket launcher (most of it in RocketProj.uc) and perhaps lower the reload rate a bit. The explosion should emitt schrapnel too.
I'm a Quake 1 player so I'm used to having a superior RL. It's too 'fluffy' both in UT2003 and QuakeIII. It just makes a little fluff instead of an awesome boom, I hate it, arrghh, RANT!
Anyhow, that's it. I made some different types of larger aliens too. A more advanced mod would feature RTS elements, ie. gathering resource and building stuff like turrets. I love placing turrets.
As usual I have no modeller or coder, so i'm just playing around with the idea. It's often pretty easy to get a modeller though, coders are harder to get.
Quake C was pretty easy although the animation/ai system was ass. I made a Quake 1 mod myself where I divided the monsters into factions (tech, deamon, midieval) and made them automatically attack each other. Then I placed like 60 monstes on a map and just watched...
"Which side is gonna win - 3 Shamblers, 8 Fiends, 5 Shalraths against 10 ogres, 10 enforcers and 10 grunts"?
http://www.itchstudios.com/psg/junk/underwater.jpg
Underwater something: Poor composition. I don't know why I even bothered painting it. The plates in the shoulder makes the diver anatomy hard to read.
http://www.itchstudios.com/psg/junk/sgstorm.jpg
Storm: "Tornado in Tokyo"
Yeah, that's right, wierd, blatant pose. She wasn't supposed to be flying at first and I sorta Just drew the hair over the face cuz I rushed it. Lame. I'm not even happy with the panties on this one.
http://www.itchstudios.com/psg/junk/dsgapoc.jpg
Apocalypse: This one turned out like a HPX homage. I didn't mean to.
---
Some old thing I found
http://www.itchstudios.com/psg/junk/insect_color2.jpg
---
This is an alien I designed for an idea I had about a UT2003 mod. I was gonna model it but gMax discouraged me with all its mystery meat button crap. Modelling was certainly easier 10 years ago I think. It's very hard for me getting back into modelling now, and I'm smarter now than I was when I was 15.
Tried out two different color schemes. Not really happy with any of them.
http://www.itchstudios.com/psg/junk/alien1or2.jpg
The idea of the mod is as follows; I want to play coop with some bots/players and blow up tons of attacking aliens.
To start with:
Make the alien model, texture and the bone arrangement and implement into the Karma thing. Adjust the AI in the existing .uc files so aliens attack and players defend. The aliens only fights in close combat and can't use any weapons (perhaps they can spit acid a short distance, I dunno). They should have about 30 health points or so, because their advantage is their numbers and I want to blow up tons of them.
Make a map. The players and the bots defends a base with multiple entries. The aliens spawn outside the base in great numbers (accumulating). Their goal is to take out either the players (in which case players only have one life) or destroy a couple of reactors or something.
Upgrade the Radius, Damage, MomentumTransfer(?) on the rocket launcher (most of it in RocketProj.uc) and perhaps lower the reload rate a bit. The explosion should emitt schrapnel too.
I'm a Quake 1 player so I'm used to having a superior RL. It's too 'fluffy' both in UT2003 and QuakeIII. It just makes a little fluff instead of an awesome boom, I hate it, arrghh, RANT!
Anyhow, that's it. I made some different types of larger aliens too. A more advanced mod would feature RTS elements, ie. gathering resource and building stuff like turrets. I love placing turrets.
As usual I have no modeller or coder, so i'm just playing around with the idea. It's often pretty easy to get a modeller though, coders are harder to get.
Quake C was pretty easy although the animation/ai system was ass. I made a Quake 1 mod myself where I divided the monsters into factions (tech, deamon, midieval) and made them automatically attack each other. Then I placed like 60 monstes on a map and just watched...
"Which side is gonna win - 3 Shamblers, 8 Fiends, 5 Shalraths against 10 ogres, 10 enforcers and 10 grunts"?