Model List

Project for GameDev.net's Four Elements VI Contest
September 27th, 2007 to April 3rd, 2008
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paradoxnj
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Model List

Post by paradoxnj » Fri Dec 14, 2007 8:49 pm

Animated
Hero Male - Should be a young boy around age 17-18.
Hero Female - Should be a young girl around age 15-16.

Bernie - Old wise man that plays a fiddle
Forum Members - Artists can make this up. I'd like to see what people come up with

Monsters
Large Rat - For the proverbial "kill all rats" quest that every RPG has
Bat - Lives in the caves

Rock monster - Guards Earth Shard (weak to water)
Ice Beast - Guards Ice Shard (weak to fire)
Water Beast - Guards Water Shard (weak to lighting)
Thunder Beast - Guards Lightning Shard (weak to earth)
Fire Beast - Guards Fire Shard (weak to ice)
Tornado Beast - Guards Wind Shard (weak to earth)
Undead Beast - Guards Holy Shard (weak to holy/fire)

Evil Pony - Need one for each element (See Crystal Shards below for element list)

Weapons
Swords - Various types of swords
Axes - Various types of axes
Bows - Various types of bows

Inanimate Objects
Trees - Different types of trees
Crates - If I have to explain this... :)
Treasure Chests - Different types of treasure chests
Crystals - Crystal Shards that represent the elements (Fire, Water, Wind, Lightning, Earth, Holy, Ice)
Fountain - Will have a water particle system attached to it
Village Huts - For the character's home village
Rocks - Big cave rocks (players will be able to throw these at the enemy)
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zany_001
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Post by zany_001 » Sat Dec 15, 2007 12:20 am

'young' boy of 18?
ill start as soon as i can.
Once I was sad, and I stopped being sad and was awesome instead.
True story.

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darksmaster923
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Re: Model List

Post by darksmaster923 » Sat Dec 15, 2007 2:32 am

paradoxnj wrote:Animated
Hero Male - Should be a young boy around age 17-18.
Hero Female - Should be a young girl around age 15-16.

Bernie - Old wise man that plays a fiddle
Forum Members - Artists can make this up. I'd like to see what people come up with
a ton of mine would be rejected unless we can include a 1 tenticalled octopus, me, me me and me with a gun
Herp derp.

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scott
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Post by scott » Sat Dec 15, 2007 3:28 am

how about scenery objects? carts, street lights, straw/hay stacks, stone walls stuff like that? if its an oldish pre electricity age i can imagine a stream and a water mill.
*GD*

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darksmaster923
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Post by darksmaster923 » Sat Dec 15, 2007 5:50 am

scott wrote:how about scenery objects? carts, street lights, straw/hay stacks, stone walls stuff like that? if its an oldish pre electricity age i can imagine a stream and a water mill.
yeah! like tvs, radios, computers..
Herp derp.

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zany_001
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Post by zany_001 » Sat Dec 15, 2007 7:08 am

yeah...a stream of bullets smashing into darkmasters head and not changing how he thought at all....
Once I was sad, and I stopped being sad and was awesome instead.
True story.

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paradoxnj
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Post by paradoxnj » Sat Dec 15, 2007 3:04 pm

All will be needed. I will add them to the list. This list will be updated often. Keep an eye out. Make sure everything is in RF1 ACT format. I am no longer using RF2.
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bernie
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Post by bernie » Sat Dec 15, 2007 3:14 pm

So I take it then that we have do go LOW poly on everything now. The previous poly counts you gave for models no longer apply ?

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paradoxnj
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Post by paradoxnj » Sat Dec 15, 2007 4:10 pm

Yes. That needs to be updated also. All will be updated today.
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scott
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Post by scott » Sun Dec 16, 2007 8:09 pm

how many of each weapon set are you after?
i have made 1 club, 2 axes and starting the 3rd axe now.

and anything to add to the model list?

Edit*
here are the ones i have done so far, no textures yet, will get round to doing that soon
left -- right
waraxe, longbow, club, composite longbow, double axe, greataxe, shortbow

Image
*GD*

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AndyCR
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Post by AndyCR » Mon Dec 17, 2007 12:48 am

Those look amazing!!

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scott
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Post by scott » Mon Dec 17, 2007 1:04 am

thanks, just looked at the polly count for each one, all are under 650 apart from the double axe 750 and the composite longbow, 980, some are as low as 320 tho i dont like the axes heads at the moment however it should look alot better textured (i hope)
*GD*

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Juutis
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Post by Juutis » Mon Dec 17, 2007 9:21 am

Great looking weapons, scott. Though 980 seems a bit high for a bow. :shock:

@topic: I'll see if I have the time to model a little something. I have a dozen things to do right now and I can't seem to find time for everything.
Pain is only psychological.

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ericssin
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Post by ericssin » Mon Dec 17, 2007 9:29 pm

guess i'll put on hold the model i was working on :P, any ways here goes 3 swords i made I'll be adding skins today so you have a better look at them.

Image

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paradoxnj
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Post by paradoxnj » Mon Dec 17, 2007 9:44 pm

Nice work all of you!! I'd like you guys to research different kinds of swords and axes as the game will require more than one type of each weapon. I'm working out a way to make RF1's content database easier to use. Those INI files are cumbersome.

I'm also converting the scripting language to LUA. I personally don't like Simkin. It's an ugly language to me. LUA will open the door to much more scripting control. Like fully scriptable menus for example. I'm building a task list for RF1 modifications that I will require and will post that also in case someone wants to get adventurous. :) I got a lot of writing to do. :(
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