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Re: IHZ update 05 [Re: alpha_strike] #268926
05/31/09 20:20
05/31/09 20:20
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
i like a lot your walk movement : feels lot natural smile

Not like some even AAA commercial FPS where you seem to ride
a character on rails laugh

Keep up the work.

IHZ update 06 [Re: ratchet] #268949
05/31/09 23:04
05/31/09 23:04
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline OP
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alpha_strike  Offline OP
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Posts: 1,852
alpha_strike back again at night.

Hi, nearly everybody knows, that I have a greencard from JCL personally to splatter.
But it is damn hard. I try to do it with decals and other sprite effects. So... this is the basic code for simple blood shots. No seperated limbs till now... but soon they follow. And of course. The "effec()"-sprites need a lot of fine tuning at this moment. Lot of work to do.



Re: IHZ update 06 [Re: alpha_strike] #268956
06/01/09 01:49
06/01/09 01:49
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
darn, i envy u for your blood effects.. lol, anyways, good job, am not a fan of the weapon movement when walking though, even though others will argue that point... looks great so far though

Re: IHZ update 06 [Re: darkinferno] #269043
06/01/09 13:12
06/01/09 13:12
Joined: Nov 2008
Posts: 946
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the_clown Offline
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the_clown  Offline
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Joined: Nov 2008
Posts: 946
Nice splatter effects! I like those sprites (or decals) on the walls!
Waiting for flying limbs now... wink

IHZ update 06 Part B [Re: the_clown] #269375
06/02/09 21:28
06/02/09 21:28
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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alpha_strike  Offline OP
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The final fx for the basic gun.
Some splatter on the cam and some flowing blood on the wall behind. Next comes the MG.

small vid but heavy...


Re: IHZ update 06 Part B [Re: alpha_strike] #269377
06/02/09 21:43
06/02/09 21:43
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
looks nice keep it up


3333333333
Re: IHZ update 06 Part B [Re: Quad] #269446
06/03/09 06:34
06/03/09 06:34
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
ach du heilige scheisse was für weitere beispiele da von youtube verlinkt werden (hab eben auf Opera of Splatter gedrückt...)

Re: IHZ update 06 Part B [Re: ello] #269531
06/03/09 12:21
06/03/09 12:21
Joined: Nov 2008
Posts: 946
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the_clown Offline
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the_clown  Offline
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Holy shit, are you creating those decals by tracing from the target to the bloody particles? Doesn't that cause a little bit of fps loss?

Re: IHZ update 06 Part B [Re: the_clown] #269539
06/03/09 12:54
06/03/09 12:54
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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alpha_strike  Offline OP
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Tracing to particles??? From the view of a scripter - do you think I am insane?
No - it is all about "feeling, range and timing"

Re: IHZ update 06 Part B [Re: alpha_strike] #269561
06/03/09 14:08
06/03/09 14:08
Joined: Nov 2008
Posts: 946
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the_clown Offline
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the_clown  Offline
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Alright, I didn't really think that, just had the look of it...
Feeling, range and timing, eh? That's good...
But tracing to particles is not that insane, it works with four or five particles... laugh

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