The Weapon Shop
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Re: The Weapon Shop
Stares wide-eyed... Lookin' good rudel, you're working quickly.
Re: The Weapon Shop
Lotus have you ever thought about combining OG alpha textures with Lugaru's? That would be awesome!!
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Re: The Weapon Shop
I find it more awesome if he makes original stuff
Re: The Weapon Shop
True to that. Though he could make some more armor
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Re: The Weapon Shop
Interesting you should say that about armor, I've been developing a technique for making armor textures in Blender. We should be seeing some nice results soon.
Re: The Weapon Shop
Awsome! Looking forward to seeing it!Lotus Wolf wrote:Interesting you should say that about armor, I've been developing a technique for making armor textures in Blender. We should be seeing some nice results soon.
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Re: The Weapon Shop
I posted it yesterday
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Re: The Weapon Shop
Here's something nice for y'all.
Stiletto
Here's the proof that we can now use non-cube objects in weapons, this was made entirely from a torus. Looks nice, eh?
Stiletto
Here's the proof that we can now use non-cube objects in weapons, this was made entirely from a torus. Looks nice, eh?
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Re: The Weapon Shop
Yeah, with the new Im-/Exporter, the sky's the limit. Good weapon!
Re: The Weapon Shop
I have a weapon idea that would look awsome. It is called a warglaive and is used in Warcraft 3 by someone called Illidan. Here is a picture for you Lotus
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- The warglaive
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Re: The Weapon Shop
Looks good! But I don't think one would hold a stiletto like Turner does....Lotus Wolf wrote:Here's something nice for y'all.
Stiletto
Here's the proof that we can now use non-cube objects in weapons, this was made entirely from a torus. Looks nice, eh?
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Re: The Weapon Shop
No, one would not properly hold one as Turner does, however, soon I can fix this! *Looks over at rudel*
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Re: The Weapon Shop
Well, hopefully that's completely embedded into skeleton / animation data, but I'm not sure yet.
Made some progress on skeletons, far from done though. I now know for certain that a solid's vertices are tied to skeleton parts via vertex indices. So when a skeleton part moves, the associated vertices move along with it. But there's still mysterious parts to it.
For example, let's look at 'Basic Figurelow'.
After all skeleton vertices have been defined, I've got sequences like
After that follow the associated vertex indices, obviously. I don't know what the floats mean exactly though. Yeah, they seem to be xyz components, but what for? Still trying to figure that out.
41 20 00 00 and 3F 80 00 00 also could be some kind of delimiters. Weird stuff!
The byte order after the vertex indices is also puzzling.
I've got something like
The 01 00 00 00 part is just weird; if it'd be two shorts, it would be 00 01 00 00 instead, if it was a 4b int, it would be 00 00 00 01 instead.
So yeah, good times. Might take some time until I've got this figured out.
Made some progress on skeletons, far from done though. I now know for certain that a solid's vertices are tied to skeleton parts via vertex indices. So when a skeleton part moves, the associated vertices move along with it. But there's still mysterious parts to it.
For example, let's look at 'Basic Figurelow'.
After all skeleton vertices have been defined, I've got sequences like
Code: Select all
3F E2 39 C7 . # FLOAT
3F E2 39 C7 . # FLOAT
00 00 00 00 . # FLOAT
41 20 00 00 . # FLOAT
3F 80 00 00 . # FLOAT
00 00 00 00 . # FLOAT
41 20 00 00 and 3F 80 00 00 also could be some kind of delimiters. Weird stuff!
The byte order after the vertex indices is also puzzling.
I've got something like
Code: Select all
00 00 00 0C . # LAST VERTEX INDEX
01 00 00 00 . # ??
00 00 00 00 . # ??
00 00 00 12 . # NO. OF ASSOC VERTS?
So yeah, good times. Might take some time until I've got this figured out.
Re: The Weapon Shop
If I wasn't completely inept at such things, I would totally make one of those Klingon blade things. Not sure how that would turn out looking in-game, though...