
ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 19, 2009 03:49 PM
Msg. 2766 of 12975
Quote: --- Original message by: MasterRyan I have yet to see a spike grenade in CEIhaveseenafiregrenadeinbloodcreekrc3 We have spike grenades.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 19, 2009 04:03 PM
Msg. 2767 of 12975
In place of plasma. Very nice though. What map is this? Or is it not released?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 19, 2009 05:51 PM
Msg. 2768 of 12975
Quote: --- Original message by: ICEEQuote: --- Original message by: MasterRyan I have yet to see a spike grenade in CEIhaveseenafiregrenadeinbloodcreekrc3 We have spike grenades. SON OF A-
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ChocolateNugget
Joined: Sep 29, 2007
im your #1 fan !!
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Posted: Oct 19, 2009 06:14 PM
Msg. 2769 of 12975
hey release a map ok
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Oct 19, 2009 06:19 PM
Msg. 2770 of 12975
spike and flame nades are old news, but assuming most people dont read all that happened: the spike nade acts like a plasma, and the fire nade cannot make lasting flame carpets. end of story, basically only the model differs, gameplay doesnt, so noone needed them.
e1: yes i've been over it, i've had both ingame a long time ago, but plasma and frags are just better Edited by BeachParty clan on Oct 19, 2009 at 06:21 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 19, 2009 06:51 PM
Msg. 2771 of 12975
The part after you flick off the clip looks uninspired.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 19, 2009 08:00 PM
Msg. 2772 of 12975
just make it faster
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 19, 2009 08:03 PM
Msg. 2773 of 12975
Making it faster won't make it less uninspired. Put on a little force when you slap on the clip. Right now, it looks like it takes no force at all to stick it on.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 19, 2009 08:08 PM
Msg. 2774 of 12975
Quote: --- Original message by: BeachParty clan
the spike nade acts like a plasma.
Edited by BeachParty clan on Oct 19, 2009 at 06:21 PM False :) Sigmas spike grenades are quite functional
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 19, 2009 08:11 PM
Msg. 2775 of 12975
what map are they in?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 19, 2009 08:51 PM
Msg. 2776 of 12975
Quote: --- Original message by: MasterRyan what map are they in? None yet.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 19, 2009 08:56 PM
Msg. 2777 of 12975
the spike grenades?
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 19, 2009 08:58 PM
Msg. 2778 of 12975
Sigma's spike nades are awesome.
Elefant: Much better, but the brighter arcs don't show up every time, which is making it look bad.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 19, 2009 09:00 PM
Msg. 2779 of 12975
Quote: Elefant: Much better, but the brighter arcs don't show up every time, which is making it look bad. what are you talking about?
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 19, 2009 09:09 PM
Msg. 2780 of 12975
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Invader VeexQuote: --- Original message by: UnevenElefant5Update on all my particle work: http://www.xfire.com/video/167c74/Credit to Mythie for his particle pack and Ifafudafi for his sprites which were included in the pack. IGNORE AUDIO xfire still hates me apparently :\ to be honest, a lot of that looks just like what is done to the normal plasma rifle particles when an old particle pack by mythil is added. what looks custom to me is just the overheat and ghost/banshee bolts (which look nice) But the firing effects for the pp and pr look large and terribad (those energy arcs look really big, complex [there should only be one set in a frame, it looks like you have 2 or 3], and bad). I tried for a long time to get a good look myself, combining tons of bitmaps to make them look good together. But, I realized it got much too crowded, and the energy wasn't where it should have been. (the energy is brightest at the source) What I came out with in the end is making just 1 bitmap in photoshop, and using the energy arc bitmap from the CMT plasma rifle, got this: http://www.xfire.com/video/12f213/#unless you weren't showing the firing effects. if you weren't then that's a whole 'nother story. >__> Ok, thanks. :D Took your crit in mind as I tried again on the firing effects: http://www.xfire.com/video/16a753/Tell me if that's any better. that
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 19, 2009 09:13 PM
Msg. 2781 of 12975
Quote: --- Original message by: DonutQuote: --- Original message by: ICEEQuote: --- Original message by: MasterRyan I have yet to see a spike grenade in CEIhaveseenafiregrenadeinbloodcreekrc3 We have spike grenades. SON OF A- sigma has been leaked, run.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 19, 2009 09:18 PM
Msg. 2782 of 12975
Im going to release the beta in its current state. We aren't working on the mod anymore and the majority of the team doesn't even have the HEK installed at this point. Its not finished, but its playable and fun. Many weapons are without skins, and the rocket launcher is a complete disaster that im not even going to explain, but at least it will be an asset dump so ya'll can have the tags
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Oct 19, 2009 09:21 PM
Msg. 2783 of 12975
It's a shame the stuff never got finished. I was going to redo the some of the skins a few weeks ago, but I took a look at the old spiker unwrap and decided not to. :p
What map though? Downfall? Edited by Invader Veex on Oct 19, 2009 at 09:23 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 19, 2009 09:29 PM
Msg. 2784 of 12975
Quote: --- Original message by: Invader Veex Sigma's spike nades are awesome.
Elefant: Much better, but the brighter arcs don't show up every time, which is making it look bad. Actually they do, it's just that xfire lags ingame, but thanks anyway :)
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 19, 2009 09:41 PM
Msg. 2785 of 12975
Quote: --- Original message by: Invader Veex
It's a shame the stuff never got finished. I was going to redo the some of the skins a few weeks ago, but I took a look at the old spiker unwrap and decided not to. :p
What map though? Downfall? Edited by Invader Veex on Oct 19, 2009 at 09:23 PM Yep. And yeah, my unwraps were pretty bad. so were the anims. No big deal though, its all a learning experience. Thats all this modding really is. People think the community is a failure because things don't get finished, but the experience is all that really counts. Edited by ICEE on Oct 19, 2009 at 09:42 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 19, 2009 09:43 PM
Msg. 2786 of 12975
You're stuff looked really good though and I wanted to see it finished.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Oct 19, 2009 10:14 PM
Msg. 2787 of 12975
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 20, 2009 12:57 AM
Msg. 2788 of 12975
http://www.xfire.com/video/16b2be/Don't believe I've ever posted these animations before. I'm going to revisit them. Very minor recoil because the weapon's going to have a silencer. Edited by Gamma927 on Oct 20, 2009 at 12:57 AM
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Oct 20, 2009 04:46 AM
Msg. 2789 of 12975
Well it's good you got em in game. The idea's not bad, but there seems to be a bit of a lack of force behind the motions, everything seems a bit smooth if you know what I'm trying to say. For instance, let's say the place where the hand contacts the clip for the beginning of the reload is point A, and B would be the hand completely out, after flicking the clip off. Once the hand gets to point A, slow/stop it in place for a few frames, and then have a quick transition from A to B. So it contacts the clip, holds position for a second, flicks it off quickly. I'd give you another .gif example but it's late, lol Edited by Marka Haiyana on Oct 20, 2009 at 04:46 AM
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Oct 20, 2009 01:51 PM
Msg. 2790 of 12975
http://www.youtube.com/watch?v=mlqvbrvOiBc ya its a rocket (think javelin) but ya can it be made to sthat a marker appears where ever the rocket will hit? like u aim at the enemy base an orange glowing line shows target, u hold down fire(to "lock on" lol) and fire, it does what the video showed. is possible?
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halo3n00b
Joined: Dec 8, 2008
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Posted: Oct 20, 2009 03:46 PM
Msg. 2791 of 12975
idk Edited by halo3n00b on Oct 20, 2009 at 04:52 PM
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Oct 20, 2009 04:45 PM
Msg. 2792 of 12975
i didnt mean acutally lock on, i eman to give teh effect tahts it locking onto the target thats painted. i want to give effect thats its guided(say u pint at the area, orange glow with line piit up designates it, u hold ifre, "target" glows red tehn green, u let go rocket flyes out drops about afoot then flys at targer. ill make a gif later of wat i mean lol.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Oct 20, 2009 05:09 PM
Msg. 2793 of 12975
Would anyone use a shield drainer model? Because I feel like making a quick and easy model. To release because I am so kind :P
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Oct 20, 2009 05:58 PM
Msg. 2794 of 12975
Quote: --- Original message by: Geared i didnt mean acutally lock on, i eman to give teh effect tahts it locking onto the target thats painted. i want to give effect thats its guided(say u pint at the area, orange glow with line piit up designates it, u hold ifre, "target" glows red tehn green, u let go rocket flyes out drops about afoot then flys at targer. ill make a gif later of wat i mean lol. Could you have it so when you hold shoot, it constantly shoots an orange line projectile(contrail?) that arcs and will designate where you shoot the rocket. (It will do 0 damage) Then click a secondary triger could shoot an arcing rocket that will have the same physics as the line so it arcs along that line and then detonate. It would be better if it was all in one trigger, but I don't know.
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Oct 20, 2009 09:43 PM
Msg. 2795 of 12975
Quote: --- Original message by: anonymous_2009 Would anyone use a shield drainer model? Because I feel like making a quick and easy model. To release because I am so kind :P a scenery from the map sandtrap would be better.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Oct 21, 2009 05:00 AM
Msg. 2796 of 12975
Quote: --- Original message by: CLS_GRUNTQuote: --- Original message by: anonymous_2009 Would anyone use a shield drainer model? Because I feel like making a quick and easy model. To release because I am so kind :P a scenery from the map sandtrap would be better. Like? You thinking about the phantom? Because I can't be arsed with that yet. You could replace it with a pelican. Edited by anonymous_2009 on Oct 21, 2009 at 05:00 AM
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Oct 22, 2009 10:45 AM
Msg. 2797 of 12975
hey guys yet another ms paint weapon concept: mixed a hk416 and a m249 together comments(will post a 3d model later lol)
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 22, 2009 12:37 PM
Msg. 2798 of 12975
cool, but can you make any Halo weapons?
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Oct 22, 2009 01:12 PM
Msg. 2799 of 12975
Isn't there enough halo weapons as it is?
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 22, 2009 01:53 PM
Msg. 2800 of 12975
what about a Halo 3 missile pod?
never seen one of those
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