Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Alrighty. Something interesting I have done:
Custom seat animations. But not your run of the mill static sit in seat animation. This animation can be activated by pressing the fire button. I found that it's possible to make the soldier transition into new animations by pressing a button or key as defined in the animation states. So I've tied this "get onto hood" animation to the fire button.
It's even possible to "detach" kit parts if you animate the kit part bones in a special way.
I've converted the "A" bone (the bone the sunglasses are attached to) to a box object so that I can move it independent of the head bone without detaching it (since detaching it from the skeleton will break the animation). Then I used a "Link Constraint" in 3DS Max to animate the glasses with them "attached" to the right hand. Thus they appear to be detached from the A bone in the animation but in fact the animation just changes the position of the bone relative to the head. The link constraint can be turned on/off during the animation in Max. Thus the glasses relink to the A bone at the end of the animation.
I plan on doing some kind of dance animation. This is just a test "transition" animation to get the soldier onto the hood. (since I wouldn't want him just teleporting there) I will probably create a simpler animation in the final result as this one is kinda rushed and crappy. Though the "putting sunglasses on" animation will be incorporated into the new animation.
yeah love it. you should consider using global illumination / light bouncing though for an extra boost to the ambiance of it all. With some simple booleen operations on thoses meshes a bunch of connecting tunnels and walkways could be achieved quite quickly too.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Yeah I had tried that, but on map like this I didn't want to wait until the middle of 2014 for it to finish rendering. There is well over 2000+ lights on this map.
Also meant to post this here:
Max render of more easter egg stuff I'm putting in:
Normal View:
Wireframe View;
I made these from scratch except for the textures. I modeled the meshes using the textures as a reference point. The question block is nothing special. It's the brick block I put the most detail in.
Yes these will be fully functional when placed ingame. Because you know..... I do what I want.
Done with them mostly:
Question blocks seem great for spawning kits. Will probably use those for most of my custom kits.
Somewhere along the line I accidentally started posting my Dystopia City updates in the wrong thread.