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Posted: Thu Nov 15, 2007 1:00 pm
by Jonas
Image

Posted: Thu Nov 15, 2007 1:05 pm
by Phasmatis
Ahhh ok thanks. :) That was quick btw heh.

Posted: Thu Nov 15, 2007 1:34 pm
by Jonas
Yeah I'm really bored at work these days, plenty of time for TNM :)

Posted: Mon Nov 19, 2007 4:12 pm
by Phasmatis
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. :P

Image

Posted: Mon Nov 19, 2007 9:02 pm
by Jonas
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 :)

Posted: Tue Nov 20, 2007 9:40 am
by Phasmatis
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.

Posted: Tue Nov 20, 2007 1:46 pm
by Jonas
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.

Posted: Tue Dec 11, 2007 12:20 am
by Phasmatis
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.

Posted: Tue Dec 11, 2007 1:05 am
by Trestkon
Wow, that's a ridiculously complicated and awesome looking animation/model, Phas :D

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

Posted: Tue Dec 11, 2007 1:09 am
by Phasmatis
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.

Posted: Tue Dec 11, 2007 1:48 am
by Trestkon
Ah, I see. Don't listen to me, though, I'm not in the loop :p

Posted: Tue Dec 11, 2007 8:52 am
by Jonas
I shall test this immediately upon my return home!

Posted: Tue Dec 11, 2007 8:15 pm
by Jonas
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.

Posted: Fri Feb 01, 2008 9:08 am
by Phasmatis
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.

Posted: Fri Feb 01, 2008 12:57 pm
by Jonas
I shall check this out immediately upon returning home!