New Project: 3d Fighter
Posted 24 May 2005 - 11:45 PM
a few fighters is would b cool or funny to see:
1. The Rock
2. Austin Powers
3. Fat Bastard
4. Dr Evil
5. MC Hammer
6. Anna Nicole Smith
7. Paris Hilton
lol, sorry. just random thoughts. but my final idea is. it would b awesome to have voice overs if you could add those. for example. when Austin Powers did something, a sound clip from the movie would play and be like "yeah baby" or "oh behave". lol. sorry if i'm bombarding the forum or you guys with ideas n crap. just thought this might give you all some cool ideas.
Posted 26 May 2005 - 12:16 AM
Posted 26 May 2005 - 07:00 AM
Posted 27 May 2005 - 12:06 PM
What units/scale are you working in, in max for arenas?
Is there(or can there be) a fly into the arenas at start of fight. Or do you intend for a 3d looking 2d fighter (kinda always side on) ??
Do I make a full 3d scene, complete with skybox, ground etc. Or is it map tricks, so looks 3dish ?
Are there a set amount of poses per character, are the poses keyframed, or will the mesh simply jump to that pose ?
Do I just animate a set of moves in one .max file with character studio (Like a kata), or are they needed in separate files?
Max poly counts and max map sizes too..
I figure, minimum of 2 maps per charcter, so ppl can make new clothes without changing the heads for instance. Maybe that could apply to models too, so people can swap heads/hands/feet/torso etc etc... just a thought. (I assume grouped meshes will work too)
What a great concpet guys............ Hope I can help.....
I have this... She needs cleaning up, but maybe could be set as the base template for ppl for things like scale etc, if is suitable I will rig. She is around 2000 polys as is. could simplify easily (I started on the head as you can see, excuse the pink catsuit she will be a robotic ninja soon)
I have a few high poly's I been working on for fun too, if anyone wants to maybe try some fmv, is that an option???
Edited by PID, 27 May 2005 - 01:05 PM.
Posted 27 May 2005 - 12:58 PM
It should tile both ways, but I haven't tested yet.
I think once we have base templates for maps and meshes, this place will be awash with mods for em.
Maybe a thread just for maps, and another for chracters/arenas is the go..... I can see this getting out of hand. LOL.
the .bmp is there as well, just replace the extention in your browser address, these forums don't like .bmp
Posted 27 May 2005 - 03:33 PM
If you do like it and want to use it I can always make it shorter if needed, it doesn't fully kick in till about 2 minutes in.
Posted 29 May 2005 - 10:17 PM
2 very good artists have stepped up and modeled some great shit... our Ryu, Ken and new Freddy look amazing.
For anyone wanting to start modeling you should use 3DS MAX.... the height of the players in max is done using 1 unit = 1 inch...so the average fighter should be about 70 units high.
Animation is done using a Biped (character studio) applying the Physique modifier to the mesh... (more details on animation will be released soon when the animation list is finalized)... so for now just model your wanted character. (Come to #a-shock on efnet and tell me what you want to work on, so everyone doesnt go model Goku and find out it was a waste when we have 50 of him heh)
The level design is still being finalized, acidbath has come forward with a design so i'll just work with him until we decide on how the level format will work then details will be released.
The fighting engine itself is coming along nicely.
Posted 02 June 2005 - 09:18 PM
heres a quick mockup for a menu . its really basic. i couldnt think of anything else to put. if you post some ideas ill add them soon.
Posted 09 June 2005 - 01:16 PM
The scene is 650x650x170 Generic Max untis.
Posted 11 August 2005 - 03:29 AM
Posted 18 August 2005 - 10:03 AM
Shiznos PC died once again. Looks like all the source and art is safe though. Got a new power supply shipped to him and he'll probably get some more parts next week.
The AI is in place, it plays pretty well if not a little cheap.
There's XML config files for most stuff so balancing is a little easier, also fun to create special moves by jamming the code for two of them together just in the XML. Multifireball spin kick was one that shizno hacked on.
I'd say the game is much farther along than the other unfinished projects ever were. Shizno will get it rls'd sometime.
Posted 18 August 2005 - 09:27 PM
Edited by vicviper74, 18 August 2005 - 09:31 PM.
Posted 08 September 2005 - 10:24 PM
If you need any additional GFX help, i'd be more than happy to contribute.
Posted 09 September 2005 - 06:30 AM
yeah i need some more artists come to #a-shock on EFNET
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