I’ve got a military jeep waiting for textures.Maybe tomorrow.It’s 215 faces with possibility to drop down to 183 if bottom,axles and inside of tires is removed.
@agoose Looking nice,but too heavy.1092 polygons.18mb blend!Can something be done about it? I have no idea how you did it actually so I’m not critisizing,just wondering.If it’s meant just for an exaple it’s ok,but if you want it in the zombie game you should find some way to lower it’s “heaviness”.Flame would be a nice thing to add in it.
I think decimating produces low quality models. If you want a high poly version (which you will never need for this game), Start low, then subdivide etc until you get to a high poly model. You can’t control your low poly geometry very well with the decimate function.
Its true! even though the decimate tool is great for making lower poly lod models that are seen from a distance, it isn’t good for a solid model that you plan on using a lot. The program doesnt know exactly how you want it shaped so it ruins the topology on occasion. Sorry ive been gone! Been a little busy. Back on the project though! I hope we see skykooler on soon!
Yo! I said I would try to pull together a mutant mesh. It’s not complete, but I have at least the basic shape here for you to confirm, It’s in the attachment. The camera I have set up should render it in a somewhat RTS bird’s eye view manner. It’s over 1000 verts so I probably have a lot of slicing and dicing to do, even if it’s a boss. I don’t have a rig or anything up yet, I just want to get the mesh itself confirmed or denied.
INFO:
Name: I’ll leave that up to you.
Weapons: Elastic hooked tentacle, Large Claw
Info: A large, bulbous beast with a massive claw. Can claw at enemies from a distance with a tentacle, but it is incredibly powerful in melee. While attacking somewhat slowly, it’s upwards impaling attack is INCREDIBLY POWERFUL against infantry (one hit kill, in my mind.) They’re somewhat durable, but due to their size, they’re rather easy to hit. Not only that, their one eye leaves them with a nice blindspot to their left. (The big round shoulder is supposed to have the two normal eyes mutated into one large one on it.
That’s just a little info I cooked up on it.
I’d drop the polys on some parts - the functioning arm for example. There are a lot of faces defining not a lot of form - no offense here - I just mean it would look mostly the same at half the faces, especially from 50 feet above.
I just figured out a much more efficient algorythm for the zombies, which reduces the number of object lookups from N² to 2N, meaning a 50-fold improvement with 100 zombies. I have rather a lot on my plate at the moment, but I will try to have the new blend up by Monday night.
That’s good, i was checking that you weren’t stuck in an ‘inactive loop’ whereby you’re waiting for work, and the workers are waiting for instructions.
I can do all the programming, but I use a program called Unity. Though I don’t think it would matter if I was the sole programmer. Let me know if you’re interested, I’ve got a lot of time and want to make a game but lack the ability to make models or environments.
So, from a programmers perspective, we ought to have a spawn animation, whereby when a unit/vehicle is created, it walks/moves a distance from the creation building, to the spawn flag.
Second, a monetary system; what unit of currency? it would be easy to use existing e.g £ or $ because of font maps…
Infection: will those attacked be infected as soon as they are “bitten” or will they have a number of hits before they are deemed a zombie? For this, we ought to have an infection state, so they visibly transform into a zombie.
A minimap can be easy or hard, depending on how we implement it. Easy would be a top down camera applied with videotexture, but a dynamic map similar to GTA would be nice.