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Lyris

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Everything posted by Lyris

  1. We seem to have plenty of junk food, I'd kinda like to have some additional food options. We've got a steakhouse in town... so why not steak and baked potato, maybe some soup and salad, some fruit, etc. And because I know these models aren't in game already and I know the team is busy, I tried my hand at making some lo-poly food. I haven't been able to get the pigg viewers to work, so I can't see about exporting the existing bowls and plates (if possible), so just imagine that's what this food is on. πŸ™‚ if someone is interested in the models and textures, just message me here and I'll pack them up. I might try a few more models (heaven knows I need the practice).
  2. Thank you and thank you for the link. that was a huge help. Now I have AMBIANCE πŸ˜„
  3. Thanks. I shall. BTW: my computer died a week ago, and I was afraid I'd lost all my designs. Luckily the hard drive is salvageable, so I'm going to copy them to the new box as soon as I can.
  4. My first base, still under construction but I like how it's going so far. Everlasting MyZen-14702 I plan to add personal quarters and some kind of rec room to the left and right. Plus I'm still playing with the lighting/sky. Also, is there a way to add ambient sounds like birds or something? thanks in advance.
  5. Working on a playing card based gang (currently called the Card Sharks until I think of something better) while I work on learning the Architect So far, we have your basic mooks. Most come in both male and female variety. This isn't all of them, but it does show the basic red or black uniforms. Special lieutenant or something, a Joker. And regular Bosses... One-eyed Jack, probably a blaster twingun/devices type Queenie Mind control/Illusions King of Clubs who I haven't come up with a better name for yet, but is a scrapper mace/shield Not 100% happy with the design yet either. Maybe a more ornate chest... And finally Diamond Ace, Basically a very tanky brute. Haven't figured out any gimmicks for him yet. Plus not completely happy with the design, but it's ALMOST there. EDIT: Now that I look at it more critically, It's the legs, those diamonds have got to go. Ah well.... Not pictured: The Dealer, the one who's in charge of this rabble. Enjoy!
  6. So, dumb question here: how difficult is it to add a new model into the mix? For some of these, you could just re-skin an existing female model from another group which would mean you wouldn't have to re-rig something. Is it a question of adding the model name to a selection of files that can be pulled for random assignment or what exactly is involved in adding another option? Obviously changing the model on scripted areas would be a lot more complicated, but on randomly spawned patrols and events, it could work... right? Forgive me, I know nothing about the game's internal structure so I'm not sure what complications there are.
  7. Thank ye. πŸ˜„ Anyway, as for names, maybe: Flechettes for small Thrown or Thrown Weapon for large To further differentiate between the two, Flechettes have more status effect related things (flash bomb, smoke, shock, bleed, etc.) and spread-related attacks while Thrown is more about straight up damage (though stun would work in here) and trick shot type attacks. I keep getting ideas for cosmetics, so far I've got; Flechettes Thrown Weapons Playing Card, Tarot Card (slightly larger card and differently textured) Darts Feathers Sutra (a tall piece of paper with inked symbols on one side used for spell casting) Capsule (like Batman: TAS, tumbles in flight) Stake/Spike ( for Vampire Hunters) Throwing Star (spins in flight) Spike Shuriken Small Sphere Boomerang, curved Boomerang, angular (more metal like) Boomerang, spiky (almost, but not quite a Batarang) Chakram, smooth Charkram, spiky Discus Discus, glowing Hunga Munga (look it up, it's awesome) Giant throwing star Glaive 2 Point (Blade movies) Glave, multipoint (Krull) Sorry for rambling, still kinda new at the game but excited to contribute.
  8. I think in a way we're talking about two new power sets here. Thrown (small) is one-and-done type missiles that are destroyed or expended on impact. Multiple ones can be launched at once in multiple directions. Thrown (large) is primarily a single thrown missile that returns to the user. A maximum of two (one for each hand) can be launched at once, but each missile can deflect and hit multiple targets. See my list above for Thrown (small) missiles, but Thrown (large) could include things like: Boomerang Chakram Discus Giant throwing star Glaive Dodgeball (jk)
  9. I was actually thinking about recently except as a Card-throwing character. I made this list of possible powers, but I think Tyrannical has a better set. While Chakrum are cool and would be great to add, they're much larger than shuiken and playing cards so I'm not sure how well it would work. Cosmetics could similiar to Spikes in that both color of impact and geometry of missiles can be customized. Most of the missiles can be low poly and don’t require much, if any, animation. Some ideas: Playing Card, Tarot Card (slightly larger card and differently textured) Sutra (a tall piece of paper with inked symbols on one side used for spell casting) Capsule (like Batman: TAS, tumbles in flight) Stake/Spike ( for Vampire Hunters) Throwing Star (spins in flight) Spike Shuriken Small Sphere
  10. I'm assuming someone has suggested this at some point, but I couldn't find it so... At the moment, there are two Head Detail selections: Detail 1 (upper head items) and Detail 2 (Lower head items). If you wanted to make a character like a grizzled general, you'd have to decide between cigar and facial hair because you can't do both. You also couldn't have a character with both goggles and head wings or other such combinations. Is there any way to double these options? Basically, you'd have Detail 1 (a) Detail 1 (b) Detail 2 (a) Detail 2 (b) ...allowing you to choose up to 2 head details from each category? It wouldn't require modifying any of the existing models as it would use the existing attachment points, it would just use the head points to attach two things instead of one. Coding wise, I'm not sure how complicated it is, but I know it would involve duplicating the dropdowns and adding some new dBase columns in addition to modifying whatever code assembles the characters to accept the two new entries. At least in theory: I don't have any idea how much of the game is set up in the backend so I could be completely off on this. Thoughts? (PS: though it would be more complicated, I would LOVE to see the barbarian headbands and the tiaras available for the male characters)
  11. Thanks. Doc Umbra uses Energy Blast/Energy Manipulation so far. I took flight but I see that Sorcery has that so I may change that out at some point when I respec. I decided not to go with straight up dark powers since she;s kind of inspired by Dr. Strange & Dr. Fate. Hence, the energy powers. I'll try that Robotics/Electrical Affinity combo when I start playing her. Indeed. At the very least they use the same tailor. πŸ™‚
  12. Greetings! First time player, just started Saturday, but wanted to share my design. Here's the original version of Doc Umbra, my Magic Sentinel And here's Doc Umbra after I realized I couldn't have a cape with that jacket. And finally, E.M.Press a character I haven't started yet but will probably be a MasterMind/Robots I just wish I could have gotten the blue piping to glow on the arms and legs. Oh well...
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