Nuttzy Samus Round 3

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unless TS changed the camera in later releases, its 3rd person camera was positioned directly behind the character. I want one that is positioned directly behind the characters right shoulder like the mock screen I posted.

kinda like gears of war 1/2, and resident evil.
 
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Havent played ESF in a good while but if I remember correctly the commands for moving the camera around are:

cam_xoffset : numeric value here
cam_yoffset : numeric value here
cam_zoffset : numeric value here

Then theres the "cam_idealyaw " command. I dont remember exactly which would move the camera over the shoulder but its worth a shot.
 
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old trick rediscovered, looks like real cel shading doesnt it.

screen grab from milkshape

 

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That is a pretty neat trick, man. :eek:
 
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using that yes, but theres more to it.

make 2 duplicates for the effect,
one duplicate for the outline, (black texture, reversed, yada yada)
2nd duplicate will be assigned a transparent TGA file, spheremapped.

this works in realtime, and its shading is adjustable by dodging/burning the tga file.

it works on half life models as well using chrome in place of sphere-mapping, just not as well. Since the skin wont be in fullbright all the time.

you just triple the polycount, >_>. so its not really effective
 
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hah nice, i thought you applied a sphere map on the model with the texture and wonder how :D

but yes it gets tripled, or better loose the outline if you want something as close to cel shading in hl atm

edit

also that would go wonderful with some normal mapping, you should at least try it, there is other than zbrush, a plugin that you can paint normal maps like when you texture it (or edit the texture with some color changing)

edit2

found some links they might inspire you to try it :D

http://www.paultosca.com/makingofvarga.html

http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_Photoshop_or_Paint_Shop_Pro
 
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im tempted to learn basic coding to make me a mock test mod,

samus only has basically 3 attacks, standard fire, charge fire, and rockets, all of these are coded into HL2 already just in different weapons.

and I could even make her do her rolling ball thing with HL2s physics,

will it ever actually happen? i doubt it. But it sounds fun nonetheless
 
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Or you could just do this

cam_xoffset : numeric value here
cam_yoffset : numeric value here
cam_zoffset : numeric value here

;)
 
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i demand the model & texture files nao D= im bored i need sumthin to do xD
but yeah nice job on it overall
cant rly think of any game to put it in for testint though >_>
 
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anyone interested in skinning it will likely have to re-map alot of the model.

I did ALOT of post-skinning editting/mirroring, etc.
 
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well if the UV map you posted on page 2 is more or less the same i guess i could work with it .
I doubt that ill be able to do lotta high quali work anywasy , bet im too rusty atm .
just UL it somewhere or drop me a pm or whatever ^^
if its ok with you , maybe you could include the texture you did so i kinda got a bit of a reference .
im not THAT much into the new metroid stuff n all so im kinda lost when it comes to the armor design ^^
 
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I kinda made it up as I went to be honest with you lol, ill upload a skinnable version shortly
 
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Orly? xD
doesnt look like it tbh xD
IΒ΄ll still take it as ref. if thats cool with ya .
I just need some practice again so it doesnt have to be THAT accurate i guess xD

so anyway, found anythin to do wit your model so far?

Gold SRC engine rly needs a crossover game imo =D Smash Bros. Style but as shooter xD
 
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well, I had a concept I modelled from but its proportions were ghastly.

I gave her more human"ish" proportions and, redid the thigh/arm/shoulder armor to fit. And I had to completely make up the back from scratch
 
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oh so its a "nutty custom" huh ? ^^
thats awesum i rly like the design though ^^ and besides adding a personal flair is always better than just "copying" stuff ^^

cant wait to give this smecksy one a shot ^^
 
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what format do you want it in

EDIT:

wtf?

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lol must be my post up thar that made that mess hehe sry
 

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