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New Drag in Procress
Posted: Mon Feb 18, 2008 4:27 pm
by Souly
He doesnt realy bounce like a Rabbit..but what you all think.
He looks good in myth, only thing is he is 12mb and i still need to add shadows and sounds.
Posted: Mon Feb 18, 2008 4:53 pm
by A-Red
looks really nice.
Posted: Mon Feb 18, 2008 5:01 pm
by gugusm
Nice, I'd say
Posted: Mon Feb 18, 2008 6:03 pm
by £N
I don't care how big he is get him in myth, stat!
Posted: Tue Feb 19, 2008 7:24 am
by Souly
Ok the Drag is made.
Try him out and please post wha tyou think...
I have a lift off Seq and Landing, but seems 13mb is the max, so i left them out.
SoulsDrag
Posted: Tue Feb 19, 2008 10:41 am
by Fury IX
kick ass man!
I love the units from defend or battle too, I look forward to using them, great additions to the myth community.
max
Posted: Tue Feb 19, 2008 1:14 pm
by Point
13 meg isnt the max I have collections loads and loads bigger...
limit seems to be 99 sequences before things have a chance to get corrupted size seems to be only limited by how much memory you have available for amber... old os set the memory partition allocation higher for it...
cwr collections and aom collections over 40 meg worked...
so put them in and see what happens....
Souly wrote:Ok the Drag is made.
Try him out and please post wha tyou think...
I have a lift off Seq and Landing, but seems 13mb is the max, so i left them out.
SoulsDrag
Posted: Tue Feb 19, 2008 1:27 pm
by Souly
your right, it does bitch about memory.
So how do i get past it?
Posted: Wed Feb 20, 2008 1:30 pm
by Renwood
Souly since the 12-13 meg colletion limit is gone. could you render a 16 or 24 angle version of this sweet looking dragon?
maybe just for testing a huge number of angles like 64 or something?
Ooga would be happy to do the extra amber work.
Good job thats the best looking dragon i have seen for myth BY FAR!
you say he wont bounce like a rabbit. I think the smoother the walk animation the better.
do you model and animate them yourself?
-Renwood
Posted: Wed Feb 20, 2008 3:55 pm
by Souly
Its already got 12.
16-24
Wow tha would even double the size.
I have the model, but the skin(texture) for it i deleted so ill have to make it again....
The other thing is, i will have to take about 100GB of snapshots, insted of 50GB, delete frames so that ill have about 10-20 for each action, crop,trim and aply the pallet, ziped you would then be looking at about 100mb MB even more that that....thats just the bmp's.
I would have liked to make a 40meg collection unit, so this unit would look extra smooth, that was my plan but OMG 40meg just for one collection
.
Soz man , mb one day but not now.
Posted: Wed Feb 20, 2008 3:57 pm
by Souly
O and Ren,,,i have already made him... read up and DWL!!!!
Posted: Wed Feb 20, 2008 4:14 pm
by rifthead
Hey Souly,
That Defend or Battle map is freaking sweet! One question though, did you extract units from Diablo 2 for it? And if so, how hard is it to do that? That opens up a whole bunch of awesome possibilities....
Posted: Wed Feb 20, 2008 6:50 pm
by Fury IX
Posted: Thu Feb 21, 2008 12:51 am
by Souly
Those are from Diablo1 and Baldurs Gate , Fury and most of them are uncomplete or units with weapons, the angels are stuffed.
Its not that hard to extract stuff from Diablo2,or 1 since they use MPQ.
If you have the game get a program called DR Tester!
Posted: Fri Feb 22, 2008 8:11 pm
by Renwood
Well souly the idea is that for units there would be VERY FEW of like dragons a huge collection Wouldnt be such a problem.
Like dwarven airships and dragons, maybe Iron Trows could all have really large collections. since there wouldnt be many or even all of these units with huge collection on the same map at one time. It would be interesting to see what the overall improvement would look like.
Next Gen-ish? for sprites at least heh
-Renwood