
ZOMBIE Mods "DECAY TC, Zombie Crisis, etc."
#91 Posted 19 February 2010 - 01:37 PM
#92 Posted 25 February 2010 - 02:19 AM
I got another one in the making right now (posted some pics of that earlier in this thread).
Diehard sent me the fat one (pics also earlier in this thread). I could animate that.
And Cage sent a Pshop-file with an embedded model but i was only able to save the texture.
Are there any other models floating around that could be used?
I really think we should try to get new models in or improve the existing ones...
@MBlackwell: Maybe you could make the fat one spit gooballs at the player (like in Blood)?
This post has been edited by chicken: 25 February 2010 - 02:21 AM
#93 Posted 25 February 2010 - 02:55 AM
But it would have been great to get some high-res zombies done and polymerise them!
#94 Posted 25 February 2010 - 09:28 PM
Did you guys go through the ZTEST maps? I believe there's at least one enemy that has no model for it at all currently.
As for polymerizing things, if you wanted to basically map/model with it in mind (but not spend a ton of time implementing it), that's fine. As long as it looks good and runs well in Polymost. As I said, after it's out we can go back and make it prettier, but at least version 1.0 will be out for people to give feedback.
#95 Posted 28 February 2010 - 07:29 AM
I was working on a basic human male mesh that could be adapted to a zombie or two if anyone is interested. PM me.

This post has been edited by Tea Monster: 28 February 2010 - 07:35 AM
#96 Posted 28 February 2010 - 08:59 AM
I just sent MBlackwell my first zombie and right now i'm working on the second one (the fat one, screenshot see page 1).
So, what if you finished this one?

This post has been edited by chicken: 28 February 2010 - 09:01 AM
#97 Posted 28 February 2010 - 09:09 AM
So it was written, let it be done.

#99 Posted 28 February 2010 - 11:42 AM
#100 Posted 28 February 2010 - 07:54 PM
And I keep mentioning them but don't forget the ZTEST maps. They show what actors to use in maps and they SHOULD show if there are any tags you should pay attention to (there's a few like zombies that come out of the ground that are useful). I think I have it set up so if you use pal 3 enemies remain stationary until they see you rather than wander around. Don't know if that's demonstrated in any of the ZTEST maps though.
#101 Posted 01 March 2010 - 06:14 AM
Could you please check that?
#102 Posted 01 March 2010 - 05:19 PM
#103 Posted 02 March 2010 - 02:45 PM
#106 Posted 09 March 2010 - 12:55 PM
#108 Posted 10 March 2010 - 08:54 AM
http://www.youtube.c...h?v=4oyEIVL9-o0
It works like this: You place a sprite where the player should be able to barricade.. ingame the player has to collect wood to place a barricade then. There are three barricade-types. If the player collects wood and uses a barricade, it will be upgraded to the next barricade-level-thingy.
This post has been edited by BrOiler1985: 10 March 2010 - 09:13 AM
#111 Posted 10 March 2010 - 03:49 PM
edit: Here's a video of it in action, as you can see it works a little differently but it's still basically the same thing.
This post has been edited by Rusty Nails: 10 March 2010 - 04:00 PM
#112 Posted 10 March 2010 - 06:14 PM
Rusty Nails, on Mar 11 2010, 12:49 PM, said:
I am still waiting to play that level for the coop and MORE COWBELL!
#113 Posted 10 March 2010 - 09:52 PM


#114 Posted 11 March 2010 - 07:16 AM
#115 Posted 14 March 2010 - 04:27 AM
http://www.diesoifer.de/barricade.zip
#116 Posted 14 March 2010 - 04:37 AM
BrOiler1985, on Mar 10 2010, 09:52 PM, said:

Don't sell yourself short. This is some pretty cool stuff.
#117 Posted 14 March 2010 - 05:21 AM
Can you include an example map?
Also no con errors in my log.
#118 Posted 14 March 2010 - 07:56 AM
Here.
http://www.diesoifer.de/Tiles015.ART
Maybe that helps
This post has been edited by BrOiler1985: 14 March 2010 - 07:57 AM
#119 Posted 14 March 2010 - 08:15 AM
http://www.diesoifer.de/barricade.zip
This post has been edited by BrOiler1985: 14 March 2010 - 09:22 AM