MoTM :: Beamhead WRL

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it's a .wrl model. Recharge and turbo auras don't eat FPS so this won't either. It's not a super crazy effect. Mostly an animated texture on an alpha mapped model isn't it?
 
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It's less than 300 polies.

It would be surprising if this would have any noticeable effect on anyone's current-day computer.

If it does.. get a new computer, because yours is out of date.
 
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Indeed, the structure of the whole thing is exceedingly small. And the animated texture does most of the works anyway. Really hardly different from the sprites already in use, albeit arranged better. Considering the rendered video relies heavily on the additive transparency to achieve the overall look, I'm hoping it works the same way ingame, or else we're likely to see a lot more of the texture inside the edges of the beamhead. Wouldn't be the end of the world, but it wouldn't look as nice.
 
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Probably because the beam has to make a lot of twists and turns based on it's "guided" nature, and while using a double-cross instead of a single cross might make it look nicer from all angles, I'm guessing it would also double the fps use for it.
 
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Nice work on the model/sprite ^^

I remember hars putting it on the end of a beam with the beam moving at snail speed, looked pretty crazy D:
 
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Probably not.

The good old X shape works well for the 3D look.
 
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Don't want to be petty

But I think it should be more (every beam) like raging energy and not symmetrical. Now the beam heads are very good, they change their shape and don't stay the same. The trails should do the same:



compared trail to:



even if its a ps2, im talking about the concept not the quality, and if you did that WRL im sure you can do something similirar to that 3 picture

Sorry to be a pain in the ass, its just the last version after all, thats your legacy! xD

I'm just saying, beam trail shouldn't be symmetric xD just food for thought
 
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Check the series. The beam trails were simetric.

Some were bigger some were smaller. But they were all simetric from one point on.
 
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Outstanding work guys! :D Impressive spriting. I must agree that the beam itself does need to be scaled up. Even without this video I wouldve said that.
The flare at his hands looks excellent, it also means you can put a much larger beam in and still mask where the beam meets the hands.
 
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Why did you choose WRL model and not .mdl model? (just wondering)

And the beam trail is flat and not round, eh?

Suggest you guys model the trail as well, after all.
 
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Why did you choose WRL model and not .mdl model? (just wondering)

And the beam trail is flat and not round, eh?

Suggest you guys model the trail as well, after all.
Cause WRL models support animated textures. Where MDL models dont.

Its the texture thats animated not the model.

As for the tail. Have you any idea how hard would it be to make a model curve like a sprite does?

Making segments of sprites attatck one to another is a lot easier then to have vertexes attatck to one another.

Besides it looks 3D so whats the problem?
 
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Cause WRL models support animated textures. Where MDL models dont.

Its the texture thats animated not the model.

As for the tail. Have you any idea how hard would it be to make a model curve like a sprite does?

Making segments of sprites attatck one to another is a lot easier then to have vertexes attatck to one another.

Besides it looks 3D so whats the problem?
agreed
 
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I dont understand whats wrong with the size and shape of it, it looks great, i didnt even thought that it would look something like this, I thought we would shoot weenies all the way till ESF 1.9.9.9 arrives.
 
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This is impressive work indeed. Well done guys!
Considering that it's still wip i'll just wait for later improvements!
 
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Loving it :)
Definitly make them Beam Starts and Heads looking better.
Hopefully 2 Beamheads in an Beamstruggle melt into one with 2 colors swirling around :)

good job
 
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I can't wait to see more of it!
Mostly the beam struggle and effects like you said!
Two words: WRL balls! :) (for kameha charge and beam struggle).
 
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