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Work in Progress / Hero's Quest

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Van B
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Posted: 5th Oct 2004 20:06
It's probably a good time to start with character concept sketches, you probably have a lot of roleplaying stuff, like books and magazines, so sift through those looking for ideas. When drawing your concepts, everything should be in scale, and you should do a general pose, then a straight ahead view and side view - those are vital for modelling it properly. You might want to colour the pose, but it's a good idea to leave the other views as simple sketches, makes it clearer for tracing around in milkshape. Ideally you'd have a front and side view as seperate images in their relevant viewports in milkshape - makes character modelling almost fun .


Van-B


Muhahahahaha.
Wiggett
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Posted: 5th Oct 2004 20:19 Edited at: 10th Oct 2004 20:28
hmm, I didnt get my scanner working caus eits totally no where near my pc, (its in storage) but i did manage to draw up this as a character concept.
http://img.photobucket.com/albums/v468/uberwiggett/34941562.jpg


Peter H
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Posted: 6th Oct 2004 00:45
you are truly a master at paint

"We make the worst games in the universe."

Van B
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Posted: 6th Oct 2004 00:53
Hehe.

One thing, you see that little dwarf dude - don't try and copy his axe swinging antics right there, there's no way you'd swing an axe like that - for a start it'd probably dislocate his shoulders (I mean he's about to be gutted, no way he'll get the hit in first - damn idiot dwarf). An axe swing is actually more like a golf swing than that, around the body and swinging up until it's above your head then down onto some green gits neck as hard as the little guy can .


Van-B


Muhahahahaha.
Wiggett
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Posted: 6th Oct 2004 09:34
yeah but teh overhead powerswing is awesome, im going to make sure the dwarf can swing overhead as a move

Wiggett
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Posted: 6th Oct 2004 11:08 Edited at: 10th Oct 2004 20:28
for those of you about to rock, i mean for those of you who wanted code...

http://img.photobucket.com/albums/v468/uberwiggett/ucantstopprogress.jpg

using that 3rd person mode test from game design theory, not the actual code i will be using, but i just wanted to test out the sizing of my models, have to scale them 10000,10000,10000 :/ oh and i somehow managed to get an extra 30 days on my dbpro trial so thats how i got to do this. and yes i turned the block into a floating mug of justice.

Peter H
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Posted: 6th Oct 2004 11:25
i don't suggest scaling in DBPro, it can cause some nasty errors...instead try changing the scale value when exporting in milkshape(or whatever you use...)

"We make the worst games in the universe."

Wiggett
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Posted: 7th Oct 2004 12:37
more comics for your viewing pleasure


Wiggett
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Posted: 7th Oct 2004 14:27 Edited at: 10th Oct 2004 20:29
ok proper model images now, 1 image is teh pit trap revealed, the second is after the dwarf has disarmed the trap. this model will appear in teh floor of the level.
http://img.photobucket.com/albums/v468/uberwiggett/pittrap.jpg
http://img.photobucket.com/albums/v468/uberwiggett/unarmedpit.jpg http://img.photobucket.com/albums/v468/uberwiggett/inventoryofmonstersj.jpg
the coffin will be an overlay image that will be a monsters inventory, of gold and such, just an idea im taking from ultima 8.

Van B
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Posted: 7th Oct 2004 17:42
LOL - Dwarfy's dead, time for a sandwich?


Van-B


Muhahahahaha.
Wiggett
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Posted: 7th Oct 2004 17:53
yeah, searching for traps helps everyone...else. oh hey van b i wanted to ask, how is van mesh coming along, are you still working on it? cause i was wondering if it was an animation program that moves the mesh around instead of bones etc like in milkshape, cause that could be useful for this game, i coul dmake heaps of animations, or have i got my wires crossed and van mesh never was an animation tool.

Peter H
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Posted: 7th Oct 2004 23:38
lol...like the comic and teh coffin...and the trap

"We make the worst games in the universe."

Oneka
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Posted: 8th Oct 2004 06:11
looks cool...but iam confused it this single or multiplayer?


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Wiggett
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Posted: 8th Oct 2004 10:01
Oneka
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Posted: 8th Oct 2004 10:15
cool xD the dwarf is awesome xD reminds me of playing a typical MMORPG when someone Killsteals.....I do it too xD


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Wiggett
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Posted: 8th Oct 2004 17:54
prepare for total domination!!!

i mean, here is a goblin the supremacy project has modelled for hq, I have to say it is absolutely brilliant! i sent him some concept art that i found on a hq website and he has done a spot on job of modelling to it.

(image taken from his goblin wip thread)

This is seriously exactly how i would want the goblin to look, i will give him big grinning goblin teeth, so sharp kind of greeny teeth. and maybe have some with their mouth half open like in teh concept. Again thanks supremacy and hope we get more models of this calibur out of ya

TEH_CODERER
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Posted: 8th Oct 2004 22:15
I already posted on his thread but I have to say it again: Its Incredible!!!

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm
Van B
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Posted: 8th Oct 2004 22:40
That's some quality polygons right there!

re vanmesh...
I'm starting back on it in November, but god knows when it'll be done. I'm hoping to add mesh animation support, but it might not happen. If I do get animation supported though, it'll have all sorts of coder tools, like being able to name your animation loops then handle it with a little DBPro code, and also joint limits and floor limits - the sort of stuff that should have been in CFX.


Van-B


Muhahahahaha.
Wiggett
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Posted: 8th Oct 2004 22:45
sounds good vanb, and its ok i just remember that project from ages ago and wanted to know how you were doing. an dthanks for teh comment nealy, but the goblin has since been changed, although i like the model how it was in that shot, but it's been spruced up a bit.

John H
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Posted: 8th Oct 2004 22:48
Im loving your comics man They are really funny! Games looking pretty good too - great to see your workin hard on it!

Keep it up When all the media for the ED Demo gets done all the old media that we decided not to use will probably be givin out to the public so that might help you out too

Keep it up!

RPGamer


Check out our Team Request in the Team Request section if you want to help!
Wiggett
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Posted: 8th Oct 2004 22:53
tnx rpgamer, and yeah I liked some of the work on ed, I'm looking for some outdoor models atm, just things like gravestones, (i plan on makign a graveyard map). But i also wouldnt mind checking out character models, although supremacy seems to be doing a bang up job

Wiggett
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Posted: 9th Oct 2004 12:01 Edited at: 10th Oct 2004 20:30
ok two new screens, (only small), of the weapons for teh goblin, the spear was an easy 2 min job, and 40 seconds of that was searchin for my damn textures. the goblin sword is a lil iffy cause i tried giving it the teeth like in my concept art (the back of teh rule book for hq). i tried a few diff ways to do it , including extruding parts of the blade, i ended up makign square teeth and placing them ont eh blade edge, then extruding some parts of the sword but it looks a lil ugly, might change it later to make it no teeth, but for now.
http://img.photobucket.com/albums/v468/uberwiggett/onwesweep.jpg http://img.photobucket.com/albums/v468/uberwiggett/withthrashingoar.jpg

10 points to whomever guesses what song i was listening to at the time.

Wiggett
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Posted: 9th Oct 2004 18:44
oh and van b this is the sort of animator i was talkign about, but i don't know how itd go with this game because the models are made differently i probably wouldnt be able to work it (caus eof limbs) unless the program would let me select different vertices of teh model and group them into a limb. but that might jsut be hassle for nothing.

http://www.eclipsedevelopment.co.uk/EvolutionA.asp

Wiggett
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Posted: 10th Oct 2004 20:32 Edited at: 10th Oct 2004 21:10
Update: ok i edited the page to make the images href's, sorry that in my cable loving vanity i forgot there were people with 56k out there. Also website will be up prolly later tonight (8:30 pm here now), and tomorrow i will check in with teh post office to see if my package of hq expansions have arrived, and i will get a whole lot more stuff to add when it arrives, stories, campaign ideas, more models. but for now just tryin to bump the thread, will post the link to the website when its done.

edit: Ok got a dodgey basic website up after i found out i didnt have dreamewaver on this machien , then dug up the cd. it's really nothign much at all, just a page with some pictures sayign come back when im bothered but here
http://www.angelfire.com/wizard2/unpotkf/HeroQuest_DBpro.htm

Wiggett
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Posted: 11th Oct 2004 19:48 Edited at: 11th Oct 2004 19:50
Ok i spent a long time writing this up so someone look at it and comment.
http://www.angelfire.com/wizard2/unpotkf/HQStoryline.htm
if you cant tell its a basic story intro for the game's main campaign.
and sorry if the text is too small, it was much bigger when i was working on it, i will reformat the size and re upload later.

Van B
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Posted: 11th Oct 2004 19:53
Rob,
I'm thinking that you'd be happier with something like CharacterFX - animating might be something you really enjoy, it's quite easy and CFX appears to be the inspiration for that app. You'd import a .3DS mesh, assign a bone structure to it, then animate it by rotating the bones. You'd have to do that for each mesh, but if your skeleton remains roughly the same you can keep your animation data to save time.


Van-B


Muhahahahaha.
Wiggett
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Posted: 11th Oct 2004 19:59
yeah i got cfx trial, tried using it but oculdnt get the controls to move stuff properly, when i get the goblin model i will give it another go, but untill then i will wait and see. also check out my intro story, i made teh words bigger so it doenst hurt your eyes to see the font, its in teh font that mentor's words are in the board game.

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