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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Nov 15, 2007 1:00 pm |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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Ahhh ok thanks.  That was quick btw heh.
_________________ Keeper of the pointy stick of injustice™.
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| Thu Nov 15, 2007 1:05 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Yeah I'm really bored at work these days, plenty of time for TNM 
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Nov 15, 2007 1:34 pm |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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Ok, how's this?
I think doing the arrows in 2d would be best and I haven't done them yet as I wanted the layout to be finalised first.
Hmmm, looking at it, the elevator could do with a bit more colour like the one near the AI interface, I'll do that before I do the arrows but pretend it's redder for now.

_________________ Keeper of the pointy stick of injustice™.
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| Mon Nov 19, 2007 4:12 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Phas that look sgreat, I have nothing more to add. I could've done the redness for the central elevator myself in Photoshop, but if you still have a bit left to do on the image, that's cool. Let me know when it's done 
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Mon Nov 19, 2007 9:02 pm |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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http://offtopicproductions.com/thenamel ... avault.rar
Not completely happy with it but I don't think there's any other way to do it. Included in the rar is a jpg so you can have a look at it and a pcx for importing.
_________________ Keeper of the pointy stick of injustice™.
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| Tue Nov 20, 2007 9:40 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Wow Phas that is really good! It's about as good as it gets and I have no ideas for how it might be improved short of making it like 4 different images. It's really well done and I especially like the grey lines around the rooms that make them stand out nice and clear.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Tue Nov 20, 2007 1:46 pm |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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I've done a small map to test the space station.
http://www.offtopicproductions.com/then ... uptest.rar
In the map the space station is in a massive room and you are on a platform with a switch to trigger the space station.
I thought, the camera could spin round the space station for a little while, then there's an explosion and the space station is triggered. The first sequence is very short though, let me know if you want it to be longer.
Once the shuttle leaves. You can then trigger the space station again and have timed explosions where each peice breaks off.
Really the test is for timing if it needs to be longer/shorter whatever then I can adjust it to how you want it.
_________________ Keeper of the pointy stick of injustice™.
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| Tue Dec 11, 2007 12:20 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Wow, that's a ridiculously complicated and awesome looking animation/model, Phas
What's that first animation? It just seems a bit abrupt compared to the other explosions. I'm not up on the whole SS thing :p
_________________ -Life does not snap to the x-axis
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| Tue Dec 11, 2007 1:05 am |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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The first one is where the leet core blows up I think, then the camera will cut to the docking bay and your shuttle will fly out. Then the other sequence will kick in.
Yeah I think it's a bit abrupt too, perhaps I should lengthen that sequence out a bit.
_________________ Keeper of the pointy stick of injustice™.
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| Tue Dec 11, 2007 1:09 am |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Ah, I see. Don't listen to me, though, I'm not in the loop :p
_________________ -Life does not snap to the x-axis
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| Tue Dec 11, 2007 1:48 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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I shall test this immediately upon my return home!
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Tue Dec 11, 2007 8:52 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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I have tested it, and it looks really good! I agree the first one has to be slower though. Also I think you'll have to place the explosion generators (TNT, probably) because I'm not sure I can see where exactly each explosion originates from
Also we need an outrageously big room for this, clearly, so the fragments don't just disappear.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Tue Dec 11, 2007 8:15 pm |
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Phasmatis
Off Topic Productions
Joined: Sun Apr 25, 2004 7:55 am Posts: 2033 Location: UK
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The millitary bot breakdown sequences are here nothing actually breaks off so I'm not sure if they are what you wanted exactly. Because of the way it's rigged, if I move say the leg, part of the feet and hips will stretch so I've done some basic break down anims.
Breakdown 1: BreakDSide = The upper part of the robot falls to the side.
Breakdown 2: BreakDElec = The robot jerks as if it's been electrocuted.
Breakdown 3: BreakDFail = Much like the "disabled" sequence but the robot looks a little more broken.
_________________ Keeper of the pointy stick of injustice™.
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| Fri Feb 01, 2008 9:08 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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I shall check this out immediately upon returning home!
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Fri Feb 01, 2008 12:57 pm |
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