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Re: IHZ PART 2 [Re: Pappenheimer] #291402
09/24/09 22:46
09/24/09 22:46
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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http://www.conitec.net/beta/vmask.htm

Das ist so ein echtes Zombie Feature grin
Genauso wie die Möglichkeit, in der hit struct das getroffene Sub Mesh auslesen zu können. Das dürfte vermutlich auch über einen Vorschlag von zapan gelaufen sein, da wir uns über solche Möglichkeiten schonmal unterhalten haben.

Re: IHZ PART 2 [Re: FBL] #291431
09/25/09 09:13
09/25/09 09:13
Joined: Dec 2008
Posts: 271
Saturnus Offline
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Saturnus  Offline
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vmask seems to be a very useful feature indeed - not only for tearing apart a zombies body. ; )

Will the zombies also have crouch animations in case they lose their lower body or parts of it?

Re: IHZ PART 2 [Re: Saturnus] #291452
09/25/09 11:43
09/25/09 11:43
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline OP
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alpha_strike  Offline OP
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Yes, I currently script a complex animation system. I use nearly all animations sequences, included in the original models (3drt.com), exept some "raise from the grave"-shit.

IHZ ph setgroup and vmask [Re: alpha_strike] #291888
09/28/09 18:36
09/28/09 18:36
Joined: Mar 2007
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alpha_strike Offline OP
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see some progr. vmask and ph setgroup for non ph objects. Testing ...
[video:youtube]http://www.youtube.com/watch?v=ae_qb-xGij8[/video]

Re: IHZ ph setgroup and vmask [Re: alpha_strike] #291896
09/28/09 19:10
09/28/09 19:10
Joined: Jun 2006
Posts: 2,640
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Germanunkol Offline
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the last part you show, with the second trace, does that mean zombies will walk around when they're missing a head? cause why else would you need the feature?


~"I never let school interfere with my education"~
-Mark Twain
Re: IHZ ph setgroup and vmask [Re: Germanunkol] #291902
09/28/09 19:41
09/28/09 19:41
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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No, I am a hardliner in every way. You can kill a werewolf with silver bullets, vampires with a crucifix and a zombie with a shot in his head.
The idea was... if he is loosing his head and the player shots in this place - there must be a bullet banging in the wall behind him - or in other zombies.

Re: IHZ ph setgroup and vmask [Re: alpha_strike] #292506
10/04/09 11:21
10/04/09 11:21
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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Quote:
The idea was... if he is loosing his head and the player shots in this place - there must be a bullet banging in the wall behind him - or in other zombies.


Yeeeeah, this would allow for multi-kills, which is always great. laugh


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
IHZ test PICS [Re: PHeMoX] #292661
10/05/09 20:24
10/05/09 20:24
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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Hi fellows, as I wrote, I am working on the splatter fx.
Here are some screens of a new female zombie.
Hope you agree with me, that these effects are "dirty". I don´t want to make "clean" fx... what do you think?



Re: IHZ test PICS [Re: alpha_strike] #292675
10/05/09 22:14
10/05/09 22:14
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Baden Württemberg, Germany
Hell YEAH..

that´s a game for me ^^


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: IHZ test PICS [Re: alpha_strike] #292692
10/06/09 03:26
10/06/09 03:26
Joined: May 2009
Posts: 137
Ohio, U.S.A.
PigHunter Offline
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PigHunter  Offline
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Posts: 137
Ohio, U.S.A.
Looks great, alpha_strike! I wonder if you might be so kind as to tell me who your modeler/animator is? wink

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