Post news Report RSS Developer "stalemate" - community vote!

Just a brief article; we're allowing the community to vote on something minor that will change the overall look of the characters.

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Since there seems to be confusion, the cartoony models won't mean all characters have three boned legs and the realistic models won't mean all characters have human legs.. Regardless of what wins, one team will have 3 boned legs and the other human legs.


Well, we've finally done it.

For the first time, us developers have argued over something. It's something minor, cosmetic, and just plain stupid but we reached a simple conclusion: Let the community vote on what they want.

The argument concerns the models for the Runner and Hunter teams. We've still got the original concept of having three classes, Offensive, Defensive and Medic, and we're working on models you can tell apart by their silhouette, just like Team Fortress 2's wonderful cartoony characters.

The new models need to be based off a simple human model and from there can be sculpted into the actual characters. The problem? There are two different bases we can use with different styles.

The first base is a more realistically proportioned one. All existing models are based on it.


The second model, by EnderSpeeder, is a more cartoony one. The proportions are different with slimmer arms and legs and the overall shape and style is different to what we currently have, shown here with Runner legs.

So the question is, which one to use?

Would you like to see Optic keep the current more realistically proportioned style it had from the beginning or move towards the cartoony side of the spectrum?

Here is each developer's reason to stick with each version:

Шill: I think we should stick with the original model, due to the better, more realistic proportions. The models already use it so I know how to unwrap it when I go to texture models based on it. I think it just fits the whole gritty, never ending war concept of the game too nicely to ignore.

EnderSpeeder: Using the cartoony ones is easier because they are already existent and have a good style because they're different from the style of other deathmatch mods, more unique. They are also really easy to model around due to me making them simple and easy to edit.


If we use cartoony models, we can have both male and female characters due to having a base for both, but the original models only consist of a male model.


Interested in doing your bit and deciding how the final game will look?

Vote here!

Votes will be counted on 24th July.
Why 24th? It's my birthday. :)

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SPY-maps
SPY-maps - - 2,906 comments

Let me start with telling my vote, (i have also voted by using the link though!). I would go for the Original model with realistic textures, and the main reason is simply. For that model you don't need to make new animations, what is one of the hardest things to do.
That said, i would like to add something and that is that you really can developed best what YOU want, not what a few people say here. Because you have to work on it for many, many months or even years. So it really is very important that you work on something YOU like. Also would i like to to warn you about having to big plans, we have seen it over and over and over again. That mod teams have awesome ideas, but to realise them they need a lot of skilled developers that they don't have yet. And the thought of finding them over time you can forget, really. Also with this we have seen it way to many times, that mods simply couldn't be finished because in the end they missed a lot of stuff because they couldn't find the right skilled devs. I mod for 15 years now myself and follow the community for the same amount of years and it is such a shame, to see really awesome projects die, simply because there ideas were to big from the start. Please, i do say this with the best intentions!! Really. I say it each time i come across large scaled projects and it is said to say, but after some months or years we never heart of them again.
Such a shame of waste of time, effort and joy.
Other then that, i love what your doing and will track this from now on.
Much success,

a fellow modder,
Leon

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notaclevername
notaclevername - - 522 comments

I voted for the weird shaped legs with cel-shade model effect! Because its always cool to see something odd like that. I believe you could do it with a normal Valve skeleton aswell, if you shrunk the model down a bit and did't care if the shin-knees wont bend.. or you could use vertex weights on the shin-bottoms and add some of the foot weight to it? Then maybe they will have a little movement to them? Good-luck to who ever is working on it tho, and keep up the good work guys! Oh I think I also, answered one of your code questions on VDC, I was wondering if I was any help with that? The coding for ragdolls switching parts on ya's? I can ramble too lol.. :D

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SPY-maps
SPY-maps - - 2,906 comments

i assumed you would need new animations (for the three boned legs) because they are not default in HL2. Or this three boned leged model would need to walk as a combine/citizen. But that would look odd then i assume, or at least it wouldn't look as a three boned leg.

For the model with the normal legs you could use default animations which are in hl2 ofcourse.
Other then that i am really happy to hear you saying;
"If we can't pull something off, we'll scrap it."
Because a lot of mod teams keep them in and keep trying to find developers who can make it for them. And as you know is HL2 and its episodes really quit old by now what means that a whole lot of devs have moved on to newer games/engines or indie projects. So it is really hard to find great devs for hl2 (and episodes) these days.

much success,
Leon

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SPY-maps
SPY-maps - - 2,906 comments

Sorry for my late reply, and it looks a bit like the Vortigaunt leg i believe. That should work indeed and still look like a real 3 boned leg animation.

success,
Leon

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