Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / [LOCKED] New Community project! " Super Sci-Fi Mega Pack"...

Author
Message
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 25th Jun 2010 02:40 Edited at: 25th Jun 2010 07:45
This stuff is looking great guys.
I'll see if I can wip something up if it is not too late.

Edit
I had an idea for an animated tree but my first attempt was a failure...

I'll see if I can do better tomorrow.

@Moncho
Did you really need to make those images stretch the screen out like that?
They look really nice though.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 25th Jun 2010 18:52
Quote: "has anyone notices that Cosmic Prophet is missing?"


Yeah, someone should find that guy, and tell him to get on the ball.

I'm still here, working on some new stuff for you guys. We still have a lot of hopeful submissions that have yet to be sent to me , or posted.

As of yet, there is no release date for the pack until all the donations are in.

I've developed a new philosophy... I only dread one day at a time.
Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 25th Jun 2010 23:15
I've do couple more and send them to you

Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 27th Jun 2010 06:01 Edited at: 27th Jun 2010 06:23
Hi guys. Dropped in to show you some of the progress I've made with my donation to this pack.

I kind of went crazy with ladders and lifts.

Heres some ladders...







And heres the video...

I've developed a new philosophy... I only dread one day at a time.

Attachments

Login to view attachments
starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 27th Jun 2010 06:07
That looks sweet! Cp!! Man, I feel so slow at trying to keep up with all of you here lately.

BlackFox
FPSC Master
17
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 27th Jun 2010 06:08 Edited at: 27th Jun 2010 06:10
This is another well planned pack, Cosmic. Great job to you and everyone else that are working on this. Looking forward to the final release with anticipation.

Video looks great. Nice to be able to climb the ladders.

- BlackFox

Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 27th Jun 2010 06:19 Edited at: 27th Jun 2010 06:21
And heres The lift.









And the lift video...

Hope you like..

I've developed a new philosophy... I only dread one day at a time.

Attachments

Login to view attachments
starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 27th Jun 2010 06:34
Again great work, Cp!!

Horizon, I received your email and replied.

Crazy Acorn
16
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 27th Jun 2010 17:40
Very cool CP!

- Gorlock
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 27th Jun 2010 18:36
CP, the lift is sweeeet!. I've tried to do a wide lift before but never could get it right. You make everything fit together so well and believably. Great stuff pal.

Brian.

Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 27th Jun 2010 19:31 Edited at: 27th Jun 2010 20:34
Thanks my friends. I'm so glad you like the lift brian, As you probably noticed, I made the termial to be used with your manual lift script. (read the terminal display).

would it be OK to include the script in the pack for those who don't have it?


Oh, and the ladders are made to be used without scirpts. you just place them in your level and forget about them. The only requirement is you have to guide the player so that they approach the ladder from directly in front of them.

You can see how I did this above. The big ladder uses the "guide rail" to achieve this. With the small ladder I used crates and barrels placed in such a way as to force the player to directly in front of the ladder for use.

The ladders use a very shallow, transparent staircase with slightly angled steps, that sit directly in front of the ladder model. (inspired by xplosys as well).

After much trial and error, I got these "2" to work smoothly. And unfortunatly, there's no way to go higher than 2 units. using this method.


If anyone wants the staircase models to make your own ladders, I'll include it in the extras folder of the download.

Let me know.

I've developed a new philosophy... I only dread one day at a time.
BlackFox
FPSC Master
17
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 27th Jun 2010 20:14
Quote: "Oh, and the ladders are made to be used without scirpts. you just place them in your level and forget about them. The only requirement is you have to guide the player so that they approach the ladder from directly in front of them.

You can see how I did this above. The big ladder uses the "guide rail" to achieve this. With the small ladder I used crates and barrels placed in such a way as to force the player to directly in front of the ladder for use.

The ladders use a very shallow, transparent staircase with slightly angled steps, that sit directly in front of the ladder model.

After much trial and error, I got these "2" to work smoothly. And unfortunatly, there's no way to go higher than 2 units. using this method.


If anyone wants the staircase models to make your own ladders, I'll include it in the extras folder of the download.

Let me know."


That would be great, Cosmic. Always learn great tips and tricks from your Extras you include.

- BlackFox

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 27th Jun 2010 20:21
Quote: "After much trial and error, I got these "2" to work smoothly. And unfortunatly, there's no way to go higher than 2 units. using this method."


Nah, that's okay. I'll just add a ladder volume after I tweak the models a little...

Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 27th Jun 2010 20:55
really nice works, Big bro on TGC



Models and Model packs for your game at my site
Zay
15
Years of Service
User Offline
Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 27th Jun 2010 21:32
Prophet,you're just simple awesome
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 28th Jun 2010 16:02
Quote: "would it be OK to include the script in the pack for those who don't have it?"


Of course. I'm proud to be a small part of it.

moncho
17
Years of Service
User Offline
Joined: 12th Apr 2008
Location: houston tx
Posted: 29th Jun 2010 04:15
Hello ,CP so im recently found out that me and my family are going on vacation lol .anyways i am going to have to send you the segments and the models ive made for this project because i dont know when i will be back . heres the download :
http://www.mediafire.com/?gwgzmjzdmt2
http://www.mediafire.com/?kz42jzontty
http://www.mediafire.com/?z1doijmymn4

Crazy Acorn
16
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 29th Jun 2010 08:22 Edited at: 29th Jun 2010 08:23
Ok so I was looking through my old models for any sci-fi models. I released a switch that was scifi-ish. It has already been released to the public but some people may of not gotten it so I will contribute it to this pack... enjoy.

Pic Attached

- Gorlock

Attachments

Login to view attachments
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Jun 2010 19:07
Well my animated texture for my static tree doesn't look good enough for the pack, but it glows nicely.

Anyway, I decided to do a lil' tank... (see attached image)

Now, I need to texture it and animate it, and you know what that means... the texture will be cartoonish...so I am making it cartoonish.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Jun 2010 21:42
Looks great Conjured, If you want, send me a copy of your texture map, and I'll give it a go. I love the body design. It's giving me all kinds of ideas.

I'm doing alternate textures for xplosys starfighter as well to make it Shader ready. I wouldnt care a bit to add this to my todo list.

I was going to drop you an e-mail to see if you knew of a way to activate a teleporter remotely. What I mean is, via a switch or keyboard entry. Sort of like how they did it in Doom3. Where the player walks onto the pad (after selecting a destination on one console/ This would be cool but not nessasary), then activates the main switch to initiate the transport.

I wanted to redo my transporter, adding an animated element to the process, again, similar to the Doom3 effect. But unless the transport takes place automaticaly, right after the animation ends, or the player can activate the transport themself afterwards, it just is'nt going to look good.

Another example could be a transporter pod. Idealy, the player would enter the pod, the door would close behind him and the teleport process would execute.



Any ideas?

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Jun 2010 23:41 Edited at: 29th Jun 2010 23:54
Quote: "Looks great Conjured, If you want, send me a copy of your texture map, and I'll give it a go. I love the body design. It's giving me all kinds of ideas."

Sure, it is just a bunch of primitives.
You should just layout your own UV map or something because I have a hard time of it...(see attached image)
Your texturing skills on the other hand are phenomenal.


Quote: "I was going to drop you an e-mail to see if you knew of a way to activate a teleporter remotely. What I mean is, via a switch or keyboard entry. Sort of like how they did it in Doom3. Where the player walks onto the pad (after selecting a destination on one console/ This would be cool but not nessasary), then activates the main switch to initiate the transport."

I'm not sure how they did it in Doom3, but yes, we can do it in FPSC.
Yeah, the entry sets a variable and the teleporter goes out depending on its value...1=1stdest, 2=2nddest, etc.
That way the variable is set prior to the teleporter doing its thing automatically, just like you want.
I recently explained the possibility of an effect like this in another thread, so I have also devised a way to reset the value.
They were using switches in remote location to set the teleporter, but it is basically the same thing, only different.
Anyway, yeah I can do that, and make it two scripts for the pad and the teleporter.
I am not familiar with the Doom3 effect...are we talking a 3 digit numerical code or something?

Quote: "Another example could be a transporter pod. Idealy, the player would enter the pod, the door would close behind him and the teleport process would execute."

Yes
That looks awesome.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 29th Jun 2010 23:53 Edited at: 30th Jun 2010 00:04
Here's a shot of the doom3 teleporter. The destination is set from a console in another room off to side of the main room. Then the big units on either side move inward to sit on each side the pad. The player then stands on the pad, and activates the transport sequence from the console there on the pad. see pic.



Setting the destination can be entered in any way you think would work best, they used an interactive monitor screen in the game which had a number of destinations pre-set to the location of reciever pads placed throughout the level.

ie. Pad 1-Hallway
Pad 2-Armory
Pad 3-Transorter room 2
That sort of thing. you clicked on the screen to enter your choice.

Of coarse another method can be utilized, to fit the abilities of FPSC. I was simply trying to make the teleporter work more like a real machine, rather than a bunch of pads scatterd about.

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Jun 2010 23:57 Edited at: 30th Jun 2010 00:06
Quote: "The destination is set from a console in another room off to side of the main room."

How is the destination set?
Multiple choice
Number combination
or what?

You could have both and require a PIN to access the system, then have a multiple choice for the destination.

Whatever you want, just let me know.

Edit
Here is that texture...

I can give you the mesh if you want, so you can do the texture you were thinking of proper, because my map is funky and uses mirrors.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th Jun 2010 00:05 Edited at: 30th Jun 2010 00:10
whoops... made edit above.

Sure thing, send the mesh along and I'll remap it.

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Jun 2010 00:11 Edited at: 30th Jun 2010 00:19
Quote: "Setting the destination can be entered in any way you think would work best, they used an interactive monitor screen in the game which had a number of destinations pre-set to the location of reciever pads placed throughout the level.

ie. Pad 1-Hallway
Pad 2-Armory
Pad 3-Transorter room 2
That sort of thing. you clicked on the screen to enter your choice.

Of coarse another method can be utilized, to fit the abilities of FPSC. I was simply trying to make the teleporter work more like a real machine, rather than a bunch of pads scatterd about."

The reciever pads are necesary because you have to have a target for the plrmoveto=x, which is how teleporters work in FPSC.

Quote: "I was simply trying to make the teleporter work more like a real machine, rather than a bunch of pads scatterd about."

You mean as in move a cursor over a map and select your point?
lol hard to do
I was thinking of a system similar to theirs (even though I didn't know how they did it), where you select your location from a list of predetermined destinations.

Quote: "Sure thing, send the mesh along and I'll remap it."

Thanks, I'll do the animations after you've put one of your great textures on it.
I know it will look totally different once you texture it. (people will be amazed at the difference a texture can make)

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th Jun 2010 00:17 Edited at: 30th Jun 2010 00:23
That would work just fine. What type of interface were you thinking of? A keyboard entry, as in 1-2- or 3 depending on the pad designation?

I could make a monitor screen dipicting the coices, and the player could enter his coice using a keystroke from the destinations illustrated on the view screen perhaps.

I did it this way for xplosys lift script. the screen directs the player to use the proper keystrokes to operate the lift.



I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Jun 2010 00:23 Edited at: 30th Jun 2010 00:39
Quote: "That would work just fine. What type of interface were you thinking of? A keyboard entry, as in 1-2- or 3 depending on the pad designation?

I could make a monitor screen dipicting the coices, and the player could enter his coice using a keystroke from the destinations illustrated on the view screen perhaps."

Yeah, just key sequences or even single letter multiple choice inputs.
It would depend on the number of destinations I guess, so how many you think would make a good cap?

Will the monitor only display the choices or will it display the resulting selection as well?

If so, then I'll need the FPE and the models so I can synche the animations in the script.
Or maybe just a list of animations (FPE frame assignments) with a brief desc of what each is.
These shouldn't have many anymations anyway, but I still will need to know before I can finish the scripts.

Quote: "I did it this way for xplosys lift script. the screen directs the player to use the proper keystrokes to operate the lift."

I see, so the console screen itself was a static display then. (that looks really nice by the way)

How about a gridded map, then each grid having a submenu. (pretty basic)
So you would highlight part of the map to pull up the destinations available for that area.
Each grid could be locked/unlocked depending on a variable value that is increment by objectives or secret switches or whatever.


Build them the way you want and I will script it, because there are plenty of ways to do it.
I'll improvise to meet your requirements (# of destinations, animations, etc.)

   Conjured Entertainment

 WARNING: Intense Madness
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th Jun 2010 00:47
I think 4 would be plenty for any given level don't you? If the script was easily editable ( setting pad assignments ) If someone wanted any more they could build a second teleporter room somewhere else, and assign more pads at different locations from that unit, leaving one assigned pad that would take them back to the first teleporter room, etc.

ex: Transporter 1

Pad 1-over there
Pad 2-somewhere else
Pad 3-who knows
Pad 4-transporter room 2

Transporter 2

pad 1-....
Pad 2-....
Pad 3-....
Pad 4- Tranporter room 1

I'll get the models finnished up tonight and send them all to you. From there, I'll let you work your magic on 'em.

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Jun 2010 00:50
Quote: "I think 4 would be plenty for any given level don't you? If the script was easily editable ( setting pad assignments ) If someone wanted any more they could build a second teleporter room somewhere else, and assign more pads at different locations from that unit, leaving one assigned pad that would take them back to the first teleporter room, etc."

Beautifully modular.

Quote: "I'll get the models finnished up tonight and send them all to you. From there, I'll let you work your magic on 'em."

Groovy
I'll start on them in the morning then.

   Conjured Entertainment

 WARNING: Intense Madness
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th Jun 2010 11:34
Conjured: Models are ready. Please send me your e-mail address so I can send you the download link. Thanks.

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 30th Jun 2010 12:20
Quote: "Conjured: Models are ready. Please send me your e-mail address so I can send you the download link. Thanks."

email sent

   Conjured Entertainment

 WARNING: Intense Madness
Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 30th Jun 2010 12:33
Cosmic Prophet did you got my e-mail ?



Models and Model packs for your game at my site
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Jul 2010 04:49 Edited at: 1st Jul 2010 16:51
Quote: "Cosmic Prophet did you got my e-mail ?"

Hopefully he will respond soon Decneo.
I think he is really busy working on some textures at the moment for this pack.

I've been working on those teleporter scripts and I have the basic logic worked out. (will probably need tweaking though)
There is no way to know for sure until I test them and I need to do the animations for the monitors first, but I will be back soon with an update on that.

Edit
I tested the scripts (with sounds instead of animation) and they worked like a charm as far as the teleporter goes.
I'll work on the rest of my end today and try to get as much done as possible.

   Conjured Entertainment

 WARNING: Intense Madness
Decneo
15
Years of Service
User Offline
Joined: 24th Dec 2009
Location:
Posted: 1st Jul 2010 16:59
Quote: "Hopefully he will respond soon Decneo.
I think he is really busy working on some textures at the moment for this pack."


Thank you i thought so.



Models and Model packs for your game at my site
Defy
FPSC BOTB Developer
VBOTB Developer '09
17
Years of Service
User Offline
Joined: 20th Aug 2007
Location:
Posted: 1st Jul 2010 18:02
Great work everyone. First time to look through the current work and ideas everyone has been posting. Really good effort.

Ah, it's great to see Cosmic and Conjured get going...

All the best people.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Jul 2010 01:50
Quote: "Ah, it's great to see Cosmic and Conjured get going... "

This is a great chance for everyone to work with Cosmic Prophet and each other.
I like this idea of a theme based community pack.
It's just like a team only different.

   Conjured Entertainment

 WARNING: Intense Madness
Flatlander
FPSC Tool Maker
18
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 4th Jul 2010 02:03
Quote: "It's just like a team only different"


It better be different or it'll get locked!

Yea, it's cool and finally I'm seeing scripting taken more seriously here. Usually only those who create models are recognized for their talent. Just like a quarterback on an American football team. Nobody talks about the linemen.

This is certainly going to be a "super" pack.

Shadowtroid
15
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 4th Jul 2010 02:21
Quote: "finally I'm seeing scripting taken more seriously here"


My script for the HUD has actually had a reference in another thread.

I don't think that's happened to any other script. (other than obvious ones, like activating bloom on Fenix mod, etc.)

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Jul 2010 02:35 Edited at: 4th Jul 2010 03:07
Quote: "Yea, it's cool and finally I'm seeing scripting taken more seriously here. Usually only those who create models are recognized for their talent. Just like a quarterback on an American football team. Nobody talks about the linemen."

Well, I just hope my scripts are good enough.
I started out commenting everything until I ran into a snag and had to make a bunch of changes.
Then I forgot to edit the comments when I made the changes and now the comments are a mess.
I'll have to go back now and recomment everything, because I wanted the scripts to be a good example.

Quote: "My script for the HUD has actually had a reference in another thread."

Cool

Quote: "This is certainly going to be a "super" pack."

Yeah, it should be really cool.

   Conjured Entertainment

 WARNING: Intense Madness
Monkey Mja
15
Years of Service
User Offline
Joined: 8th Apr 2010
Location:
Posted: 4th Jul 2010 05:03
Will there be another community project when this is finished?

I dunno on what, a mall? Random Modern Stuff?

- Monkey
Cosmic Prophet
17
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 4th Jul 2010 19:27
Quote: "Will there be another community project when this is finished?"


Sure. Maybe after a while though. I've got a huge pile of this sci-fi stuff layed out on paper, some is already done. I'd really like to get it all finnished up, so I can let you guys go nuts with it.

I'd surely join in on any worthwhile projects.

As soon as the rest of the submissions are in for this, I'll release the whole thing as soon as it's compiled.

Then I'm left with around a hundred or so new sci-fi models For my own Mega sci-fi Part 4. Which I'd like to get finished up before doing any other themes.

But now that does'nt mean some of you cant start your own community projects. As our good friend Conjured said; It a great oppertunity to bring both new and old hands in developement together to show they're skills, and contribute to this awesome community.

Conjured has created nothing short of a Masterpiece for this, that is sure to go down as one of the best ever made around here.

Hell, he blew me away, and I built the models for the thing, and thought I knew what to expect. Boy, was I wrong.

What I will tell you now, is your all in for a treat.

Also our good forum friend Starmind has a few little goodies he's not even told me about yet.

So keep checking back for updates, and send in your submissions, This is going to be a good one folks.

I've developed a new philosophy... I only dread one day at a time.
Bootlicker
16
Years of Service
User Offline
Joined: 29th Mar 2009
Location: Germany
Posted: 4th Jul 2010 19:33
wow, this pack is really awesome. Whats the expectation for it to be released?


starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 5th Jul 2010 02:34 Edited at: 5th Jul 2010 02:35
Quote: "Starmind has a few little goodies he's not even told me about yet."


Thanks Cp, but here is a preview of one of the items I have sent to your email. I wanted the model to look like the grays from area 51. I did have some problems in which I wrote in the email to you, but they are not problems which take away from the gameplay, just wants for the character.

As always enjoy!



Attachments

Login to view attachments
Nilloc
15
Years of Service
User Offline
Joined: 14th Nov 2009
Location:
Posted: 5th Jul 2010 02:49
OMG RUN ALIEN GOING TO KILL US ALL nice model!

Who da man?!
starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 5th Jul 2010 04:31 Edited at: 5th Jul 2010 04:31
If you liked that here is the what the texture looked like after I was done.


Attachments

Login to view attachments
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 5th Jul 2010 06:34 Edited at: 5th Jul 2010 06:38
Quote: "Conjured has created nothing short of a Masterpiece for this, that is sure to go down as one of the best ever made around here."

No, No, you created it.
All I did was turn it on.

Lee's comment in the newsletter about backups has me thinking I should do one.


@starmind
I love the Alien, but put some clothes on that thing.
You know nudity is not allowed in the forums.
But seriously, that is just way too cool.

   Conjured Entertainment

 WARNING: Intense Madness
starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 5th Jul 2010 07:16
Quote: "@starmind
I love the Alien, but put some clothes on that thing.
You know nudity is not allowed in the forums.
But seriously, that is just way too cool."


LOL, thanks Conjured. I will keep that in mind.( Cp showed me what you two did and that was great scripting.)

Cp, I have sent you another email. I have the spacesuit glove done as a weapon and made a little video with the alien model. Enjoy!

VIDEO :

http://www.youtube.com/watch?v=xKkBelLGG74

Crazy Acorn
16
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 5th Jul 2010 09:11
nice video although the aliens seem a little big... but still they are nice.

- Gorlock
starmind 001
FPSC Reloaded Backer
17
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 5th Jul 2010 09:19
Quote: "h the aliens seem a little big"

You can scale them to fit your needs. Cp is doing some variations of him,(I think) so look for that in the pack.

Metal Devil123
16
Years of Service
User Offline
Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 5th Jul 2010 13:16
No, don't put clothes on that alien. It wouldn't be so alien-ish anymore. It would be guy in a costume. Why would alien be wearing clothes in the first place? But seriously, it's awesome, keep it up! Always loved your work and they are getting awesomer all the time.

Login to post a reply

Server time is: 2025-05-31 17:06:36
Your offset time is: 2025-05-31 17:06:36