[Character] Xenomorph

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akazi
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[Character] Xenomorph

Post by akazi » Wed Sep 10, 2014 1:18 am

Here are some vines I made while making it.
https://vine.co/v/Ml6ObugiduM

https://vine.co/v/Ml6P1XtrxYB

https://vine.co/v/OuzWurgn5vz

Model and textures (not including the normal map) are by © Rebellion, Sega, 20th Century Fox

EDIT: Hey, so I did a big update for this guy. I redid the UV map, he has custom physics collision for the ragdoll, the feet shouldn't clip the ground, and you can now color him what ever you want!. :D I still included the original non-colorable skin just because. Oh and he also comes with sounds!

Image

https://vine.co/v/OpzwqHmax3x

https://www.dropbox.com/s/2h4930r5zqyih ... r.zip?dl=0
Last edited by akazi on Sat Jan 31, 2015 11:44 pm, edited 8 times in total.

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Surak
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Re: [Character] Xenomorph

Post by Surak » Wed Sep 10, 2014 4:52 am

Looks absolutely amazing, Akazi. I'll try it out once I am back home.

Man, AVP2 was such a good game, one of my favourite games of the childhood. Climbing walls as an alien was so fun. I wonder if it is possible to implement that in OG as a mod. I don't think there is enough access to the physics engine via script files yet. But that's just guessing, I never really actively looked for it.

And after that you have to import predators :D That would be awesome. Making the laser weapon with scripts would be very easy.

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akazi
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Re: [Character] Xenomorph

Post by akazi » Wed Sep 10, 2014 3:18 pm

I am working on a Praetorian, then after that I can try a regular predator.

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samjb1992
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Re: [Character] Xenomorph

Post by samjb1992 » Wed Sep 10, 2014 3:25 pm

this kicks so much ass. you are a god sir.

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elegaro
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Re: [Character] Xenomorph

Post by elegaro » Wed Sep 10, 2014 7:16 pm

ahahahah....I'm dying...is so cool
playing right now :o

I have a Turtle Character but can't figure out how to export the skeleton file...the scripts of Pheonix Bone(.phxbn). doesn't work in my machine...Can't add them in any version of blender. :(

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akazi
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Re: [Character] Xenomorph

Post by akazi » Wed Sep 10, 2014 10:45 pm

elegaro wrote:ahahahah....I'm dying...is so cool
playing right now :o

I have a Turtle Character but can't figure out how to export the skeleton file...the scripts of Pheonix Bone(.phxbn). doesn't work in my machine...Can't add them in any version of blender. :(
Try this: viewtopic.php?f=16&t=24827

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elegaro
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Re: [Character] Xenomorph

Post by elegaro » Thu Sep 11, 2014 1:11 am

akazi wrote:
elegaro wrote:ahahahah....I'm dying...is so cool
playing right now :o

I have a Turtle Character but can't figure out how to export the skeleton file...the scripts of Pheonix Bone(.phxbn). doesn't work in my machine...Can't add them in any version of blender. :(
Try this: viewtopic.php?f=16&t=24827

ooh nice...mmm will have to move to windows to perform this.

cheers

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elegaro
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Re: [Character] Xenomorph

Post by elegaro » Thu Sep 11, 2014 2:54 am

I think I'm gonna give up (Skeleton file and Model File have different vertex count) I know Im gonna go nuts if I continue :shock:

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akazi
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Re: [Character] Xenomorph

Post by akazi » Thu Sep 11, 2014 3:39 am

did you change the model after you rigged it? Like delete or add vertices.

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Surak
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Re: [Character] Xenomorph

Post by Surak » Thu Sep 11, 2014 5:02 am

When I load in the character object I get the error "PHXBN skeleton is not symmetrical". But it's not critical, I can play afterwards. All in all it looks pretty good already. The tail is just a bit too stiff :lol:

Image

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elegaro
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Re: [Character] Xenomorph

Post by elegaro » Thu Sep 11, 2014 8:57 am

akazi wrote:did you change the model after you rigged it? Like delete or add vertices.
Yes :cry:

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akazi
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Re: [Character] Xenomorph

Post by akazi » Thu Sep 11, 2014 12:13 pm

elegaro wrote:
akazi wrote:did you change the model after you rigged it? Like delete or add vertices.
Yes :cry:
That is your problem then.

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akazi
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Re: [Character] Xenomorph

Post by akazi » Thu Sep 11, 2014 12:14 pm

Surak wrote:When I load in the character object I get the error "PHXBN skeleton is not symmetrical". But it's not critical, I can play afterwards. All in all it looks pretty good already. The tail is just a bit too stiff :lol:

Image
yeah I kinda got lazy trying to fix that. The characters works anyway so I kinda don't see a reason for that error to pop up.

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Sehiro
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Re: [Character] Xenomorph

Post by Sehiro » Fri Sep 12, 2014 9:33 am

Much cool. Very great.

navm1
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Re: [Character] Xenomorph

Post by navm1 » Sat Sep 13, 2014 9:51 am

could someone explain the advanced testing thing and how to use these characters? thanks

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