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Keep it ;D
Nope, I made that with the 2007 SDK ;).
Ceci n'est pas ultio.
Sad to read that, but thanks for the update.
so this does not represent worldspacenormals? here's a reference with Y and Z swapped from wikipedia: Upload.wikimedia.org what does it represent otherwise?
Looks like worldspacenormals to me.
Well at least he tried to create a post processing based outline instead of having those fatboy outlines on models - but I agree, it does not look good this way...
Technically it /can/ be added to a material with $lightwarp, this guy didn't use it though...
That's true. Guess I misinterpreted you since you related my common argument to your own work and abilities, nvm then.
So? I never said that you 'suck' at animating or something, just that it's a lot of work for so many different models (but magneton is not really difficult at all, i'm rather thinking about all the unique walkcycles, since you guys want the pokemon to move).
Although you could make the deathanim at least a bit more dramatic, like so Imagebanana.com .
They are not even going to use turn-based combat. And imho being able to switch your pokemon as often as you want to is fine, your enemy does basically get a free round to attack. If you lose because of this your team was probably rather imbalanced.
Why the hate, don't you want to maintain a good relation to your community? Moddb supports ogre, you could simply update your profile I assume.
Would indeed be cool to see something ingame, even if it's just a screen and not a vid.
I also don't understand why someone downvoted you for this, you didn't say anything bad, geez! I can especially understand your concerns since many of these models are not even created by the team, unless this guy joined you already: Youtube.com
I also realize that you guys asked him, and he offered them for download anyways, so that's totally fine! (but you should maybe mention the original creator)
Unwrapping is hard? -> Unfold3D.
And again you missed the point. I never said it's hard to make them, but it's difficult to make them good, because it takes a lot of time. And if you just 'experimented' with this kind of stuff, how can you know? I don't think that you've got access to mocap, or do you?
What have I done to prove - what? Proving that many mods don't have complex custom animations? What do I need to prove there, just open your eyes.
He's talking about turn-based combat like in stadium or any gameboy game instead of seizing direct control of the pokemon entities.
The other pokemon mods never made it very far, there's absolutely no reason for name calling because someone is skeptical, but you seem to have missed the point.
And it's not difficult to create ****** animations indeed, thanks for reading my comments throughout. But I don't see many good custom character animations on source around, and you neither.
Heh, of course I hope they will already have their models fully animated in (their first releases), too. But since I know how much work this stuff is, it might be possible that these things have a lower priority for now.
And it seems they don't have a coder yet, so who knows if they have a skilled animator for this? ;)
That's a legitimate question. Nearly every pokemon must have a unique skeleton, so you can't have shared animations - it's a lot of work to create a set of good looking anims here. And how often do you see fully fledged custom animated characters on source? No, aimlayers on top of valves walkcycles is not what I'm talking about.
It's possible that he simply slapped a very sensitive sobel filter on the framebuffer AFTER the hud has been rendered. The hudelement vgui drawcalls are done directly after the scene has been drawn, so you can actually do this.
But the sobel filter should be applied to depth or/and world space normal, this way it just looks dirty.
Hehe cool thing DuckSauce! Do you plan on adding some animations though? Since the players seem to be in air most of the time it would be neat to have some blended swinging anims :).
A fov of 130? That's ridiculous. Source engine games allow the user to play at a fov between 75 - 90 by default (54 - 70 for viewmodels) and furthermore this setting is relative to the y-res, so it adjusts to your x-res accordingly by itself, it is NOT dependent on your ratio.
I've already voted, you guys deserved it :).
Good job on this mod, I really like the atmosphere; both visuals and sound effects.
The only small drawbacks imho are the controls and your character animations. I think it wasn't a good decision to scratch strafing out for the usual pc controls, it seems a bit odd, though you can get used to it of course.
And your custom movement animations create an humorous impression sometimes, because the models are 'ice skating' all the time.
But these things are only small fish in a big pond, it's a great mod overall.
You could have added your own keyvalue to a material in 'surfaceproperties.txt' and access that within the code :P.
Well, if you already take the cig_smoke.vtf from TF2 you should use a waaay smaller alpha value, like they've dont it with the particles for the spy.
Maybe add a child particlesystem with ordinary smoke, than it might look more realistic.