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mike323
Joined: 23 January 2005
Posts: 745
16 April 2005 20:03 (UK time)

For a vehicle, there could be a "occupied" sprite. The vehicle would change to a different sprite when Ash gets in it, then open-roof jeeps and things like that would look more realistic

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jayjay

Joined: 22 October 2004
Posts: 26
06 May 2005 19:40 (UK time)

that could be hard to set up and it might make coding vehicles harder too

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Assain

Joined: 02 November 2003
Posts: 979
06 May 2005 20:33 (UK time)

Actually, i think JB already has coded/got-some-code for this, for when a play enters, say a bicicle. It might be on the patch after the relase, or in the full release version.

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Knasp

Joined: 18 June 2004
Posts: 158
07 May 2005 09:51 (UK time)

JB actually said something about a "ride" function he might add.Like if you make a bicicle vehicle with the "ride".When you enter your player model will be visible on the bike.

Edited: 07 May 2005 09:52


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mike323
Joined: 23 January 2005
Posts: 745
08 May 2005 22:33 (UK time)

Well it would be nice because the ghost does look funny when it's unoccupied and moving...same w/ the warthogs

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James Bunting
Joined: 17 September 2003
Posts: 1308
08 May 2005 23:48 (UK time)

Yes this is all in hand.

<a target="_blank" href="ftp://ftp.jbserver.com/pub/jbgames/meteor2/shot0023.jpg">Here is a motorcycle</a>

<a target="_blank" href="ftp://ftp.jbserver.com/pub/jbgames/meteor2/shot0024.jpg">Oh and here is something else that is totally unconnected, don't ask why!</a>

James.

Edited: 08 May 2005 23:56


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Knasp

Joined: 18 June 2004
Posts: 158
09 May 2005 16:57 (UK time)

Great, that's some nice pics.Time to prepare my modding projects...

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Assain

Joined: 02 November 2003
Posts: 979
09 May 2005 21:34 (UK time)

Squeek!




I guess I should show you guys my first unit/sprite for my mod, "Meteor 2: The Enlisted". Its a very good looking sprite, although the 3rd frame sucks and needs redone (mabey the entire sprite, I suck at making animation sprites). Its one of a soldier, and looks very neet as it is 100% hand drawn from a photoshoppish editor called "The Gimp", and it looks very cool :D.

I do need alittle help on making a transition look actually good (aka the next image the sprite loads when walking). Any one willing to help/give good advice on making a good "walking" (or any transition to make an object to appear moving) animation for a unit?

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mike323
Joined: 23 January 2005
Posts: 745
10 May 2005 00:08 (UK time)

James: SWEET! That is going to be perfect for a ghost.

Assain: For the first frame, use your original image. For the second, crop the legs that make the unit look like its walking. Without the legs, it should look still. For the last frame, I suggest flipping the image horizontally, thats what I did in H2M2.

PS Assain? Did you realize your screen name says assain instead of assassian? (It sounds like as-ain)

Edited: 10 May 2005 00:10


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40oz
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Joined: 03 January 2004
Posts: 1799
10 May 2005 18:19 (UK time)

I would also like a get/getout sprite for vehicles, and a get/get out time, like reloading times
*Papercut
Pro-Murder.
Legalize Crime.


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Assain

Joined: 02 November 2003
Posts: 979
10 May 2005 21:00 (UK time)

Hey thanks mike. Good idea about the flipping the image horizontally, although ill have to redo the arms (better than what im doing now to em' O.O). I plan on however doing what Papercut did in one of his mods, on how the player had no arms, but the arms were placed on the weapon sprite. Gonna have to do some experimenting to see the best way to do these things...

Also, yes, i realize that when i first joined, my spelling was c.rap. And, i also dont feel like changing my avatar either :). So it'll stay as Assain, and i'll pretend that its pronounced as "Ass-ian" and has always been so :p.

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mike323
Joined: 23 January 2005
Posts: 745
11 May 2005 00:28 (UK time)

HA ok it was actually a friend who pointed it out to me so I doubt many people would notice lol

I cracked up when I did realize :)

OH and yes that arms-on-weapon idea of Papercut's is awesome, very creative thinking!

Edited: 11 May 2005 00:29


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