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Posted

that, actually would be interesting to see, lol and scary to fight then.... Looks like Robotnik/Eggman might be back to kick some butt in JA >.> depending how hard his NPC file is :P

Posted

Yes, npc class is the main restriction in the game and not animation. Either with the atst class or the rancor class I think you'll be limited to 2 weapons, a primary attack and secondary.

Posted

Well it only has 1 attack in generations, and about 4 in Sonic 2, so its limited but effective, and I never knew about the NPC file there Minilogo

Posted

Wow...good work! I never watched the show, but it looks very accurate. Amazed that you can get it to animated and working!

>I never watched the show

Dude, you/one of your friends never owned a Genesis?

Posted

I know "npc_spawn_huge_rancor" im just wondering what scale Ashura's going to choose, i figured a human is rooughly x2 the size of sonic, if you go by Dr Robotnik/Eggman's size to sonic. so that mech/robot will be quite the thing to fight, actually according to the sonic wiki, Dr Eggman is 6'1" so yeah, I dont know if im keen getting into a fight with the Death Egg Robot

Posted

Looking pretty sweet. :D Curious, how are you gonna make it use the rancor's animations? Weight it to the rancor .XSI Raven released?

 

I once did something similar when I replaced the rancor model with a giant Jabba the Hutt. Was funny on MB2's Jabba's Palace map when the Jabba NPC was led to the rancor pit and his big brother ate him (looked pretty perverse). Back then I made custom animations though that mimicced the rancor's move/hit/grab/eat animations instead of using the existing ones.

Posted

"get ready to be schooled"

 

cause that would just be scary if that things metal teeth were for more then show, im actually looking forward to fighting this guy again, on a difficuly without rings :P

Posted

on a revisit on this thread, i didnt realize you used the concept version, thats "way past cool" sorry but its dam interesting to see that this is the prototype/original I cant wait to see it in action though

Posted

that's what I plan to do but i'll jsut add some punches as this model is simply not able to eat somebody.....

oh btw before I forget

 

 

 

Very impressive!

(I hope to be able to model as efficiently as you do someday...! )

Posted

I'm currently trieing to get XSI mod tool to work , I ported my 3ds max scene via crosswalk to XSI but carcass refuses to accpet .xsi files exported from modtool , I'll have to ind a solution for this before I go on with working at this

 

@@OmegaSigma I can give you a unanimated pre alpha so you can start working at the map again

Posted

Nice work AshuraDX. :o

 

I ported my 3ds max scene via crosswalk to XSI but carcass refuses to accpet .xsi files exported from modtool ,

 

Likewise... I never found any issue but to have an older version of 3dsmax with right plugin. :wacko:

Posted

Nice work AshuraDX. :o

Likewise... I never found any issue but to have an older version of 3dsmax with right plugin. :wacko:

 

I got max 5 , but I cant carry my rig from max 10 to max 5 as there is no backwards compatibility

Posted

i'd just need even a static model thats to scale, just so I know what im working with :P but alpha, etc works, just so i can tweak the stage sizes if needed

Posted

Scaling is up to you , you can easily chang eit through the NPC file later

I'd say it should be 4 or 5 times as big as the player

will export the model for you tomorrow or later tonight

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