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09-15-2010, 12:14 PM | #11 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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wow I didn't even know you could do that! I haven't even touched the Crysis characters in Sandbox, except to place them next to vehicles for screenshot scaling reference.
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09-15-2010, 12:17 PM | #12 |
Spartan F5 Viper
Join Date: Sep 2008
Location: Sparta
Posts: 17,125
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Yeah I took the CG head from one of the Cyrsis suits, copy and pasted it piece by piece onto one of the NK Soliders. Took just the mask part and put that on my standard troopers. Its pretty much cut and past and then alignment. Some of them have modifiable webgear too with the pouches and stuff. You can mix and match just about every main part kinda like customizing a joe lol..
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09-15-2010, 12:48 PM | #13 |
Mountainlander
Join Date: Apr 2009
Location: formerly of Chile
Posts: 1,821
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So the idea is to make a mod for an existing game rather than a stand-alone one?
Have you looked into the Unreal Development Kit? |
09-15-2010, 01:57 PM | #14 |
Iron Grenadier
Join Date: Aug 2008
Location: Detroit
Posts: 795
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Quote:
CG101: did you just make new textures for those character models? I don't recognize the model form. I can see that your CAT and Stinger both make use of the Asian Tank and Asian Jeep assets. Pretty decent textures you got, although you might want to subdue the brightness on the red and blue. Makes me think they should be fighting in blood gulch or coagulation.
Adamantite: So far, I have made assets for Unreal Tournament 2004, Battlefield 2, and Crysis. While Crysis has the best visual results and is newer, BF2 allows for more accurate vehicle operation and function. So for now, we're concentrating on asset creation... cuz let's face it, there's a ton of it. I'm hoping that the BF3 engine will be modifiable, like the BF2 engine is, except with far better graphics. But since that is down the road a ways, I can't rest all my hopes on it. Crysis, and likely Crysis 2, don't allow the number of player support we want. Where Crysis offers 32 players (16 vs 16), BF2 offers 64. Also, the play style in BF2 best matches what we want in our FPS. The scope of a GI Joe project is huge. We are staying within the Joe years of 1982 to 1986, and it's still huge. '82 and '83 together had enough Joe assets for one side, but in order to have a decent set of Cobra vehicles, it needed to be expanded too '86. The story/background will also take place in a setting that resembles that period. We could use more modelers right now. Until we know what engine we are going to stick with, coders aren't going to have anything to do - unless you are SO good a coder that you can alter the hard code in Crysis and get 64 players and better vehicle operation. We need people who can make specific vegetation, like in swamps and Scottish Highlands ;-) We need generic buildings, alongside recognizable locales such as Red Rocket restaurants and Extensive Enterprises. In today's games where more and more stuff is being destructible, all the little things that make up these buildings needs to be there as well, down to the last ketchup bottles and salt shakers and Xerox machines. So all that needs to be modeled and textured. Of course, we also need the GI Joe and Cobra vehicles, buildings, equipment, weapons, and personnel. I've been concentrating on vehicles. Keep in mind that these can't be directly transferred over from the toy forms. They have to be given a realism treatment or else they won't look right in a real setting. I was working with a few guys that wanted to make some Joe stuff for ARMAII, but it never really took off. That game is more of a combat simulator, and can turn off alot of gamers with the realistic aspect of it. I think you have done a great job. The models look stellar. I cannot wait to play with the HISS in game. The only thing I would request, is a fair amount of modeled Joes and Cobras, and a multiplayer coop mode, for your buddys to side with either Joe or Cobra to fight AI waves, or random engagements (example get in vehicles, attack this,) the maps are def big enough to allow for that stuff. My buddys and me still get together every once in awhile to play the GIJOE mod, Cobra Attacks!, for Ghost recon! its not bad, but we just love shooting cobras, and seeing our buddys as joes. That is timeless. GREAT JOB!!!
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09-15-2010, 02:29 PM | #15 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Quote:
So the idea is to make a mod for an existing game rather than a stand-alone one?
Have you looked into the Unreal Development Kit? I haven't given Unreal much thought lately. it isn't completely out of the question, but it would take a lot of coding to do just what we want the game to do. We'd have to get someone who knows unreal script like the back of their hands just to make the vehicles function properly. On top of that, the game play we want is more complex than what UT3 offers, so there'd have to be some more extensive coding. It can be done, but I was hoping to minimize the code pipeline workload. BF2 already has the framework of a great GI Joe game. It has a comprehensive list of vehicle templates, team and squad objectives in multi-play, and even a little bit of RTS if you're the commander of a team. SE1975: which game engine did you play the VAMP in? I had that one working in UT2004, BF2, and Crysis. It's a blast in UT2004, from what I hear, but I've never been able to play my own mod with people online. I'd probably get pwned anyway. BTW: When I first glanced at your avatar, I thought I saw BACC in drag as Wonder Woman. Last edited by Rooster3D; 09-15-2010 at 02:32 PM.. |
09-15-2010, 02:46 PM | #16 |
The truth is liberating.
Join Date: May 2010
Location: San Diego, CA
Posts: 2,422
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Quote:
Basically, yeah. We don't have the resources to develop our own game engine and then create content to fill it in with.
I haven't given Unreal much thought lately. it isn't completely out of the question, but it would take a lot of coding to do just what we want the game to do. We'd have to get someone who knows unreal script like the back of their hands just to make the vehicles function properly. On top of that, the game play we want is more complex than what UT3 offers, so there'd have to be some more extensive coding. It can be done, but I was hoping to minimize the code pipeline workload. BF2 already has the framework of a great GI Joe game. It has a comprehensive list of vehicle templates, team and squad objectives in multi-play, and even a little bit of RTS if you're the commander of a team. SE1975: which game engine did you play the VAMP in? I had that one working in UT2004, BF2, and Crysis. It's a blast in UT2004, from what I hear, but I've never been able to play my own mod with people online. I'd probably get pwned anyway. BTW: When I first glanced at your avatar, I thought I saw BACC in drag as Wonder Woman.
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09-15-2010, 03:32 PM | #17 |
Mountainlander
Join Date: Apr 2009
Location: formerly of Chile
Posts: 1,821
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K, after watching a few videos I can totally tell why you say BF2 seems like the best option. Lots of models and textures that could be easily reused.
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09-15-2010, 03:59 PM | #18 |
Crimson Guard
Join Date: Mar 2008
Location: Central-California
Posts: 2,047
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Awesome...wish they has a RTS, FPS, and RPG GI Joe game that looks like this.
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09-20-2010, 03:23 PM | #19 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Still looking for folks who want to get their hands wet doing a GI Joe game. Get in on the ground level and go up from there. Develop your skills as you develop a game.
Last edited by Rooster3D; 11-15-2010 at 12:44 AM.. Reason: changed their to there |
10-21-2010, 10:10 AM | #20 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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I've been working on some of the GI Joe tanks lately, and upgrading the VAMP... they're still works in progress, but very close to full realization.
The Mauler needs decals, and a bit more coloring. Same with the VAMP. Dimensions of the MOBAT, Mauler, and VAMP are taken from the Real Life vehicles (except the VAMP is then shorter wheelbase and no back seats). The Armadillo is derived from a Sherman. If it hadn't been scaled down for "mini-tank" classification, it would be bigger than the Mauler, IRL. The Sky Hawk and HISS are about the size that makes them believable, for lack of better words. Enjoy the pics! |
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