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Zatoichi's Edits (under Development)
Discussion on Zatoichi's Edits (under Development) within the CO2 Weapon, Armor, Effects & Interface edits forum part of the CO2 Guides & Templates category.
07/19/2011, 19:17
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#316
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hi all, i know i said i was gonna post some of the work we've been doing. A few weeks ago had a really really really bad tragedy that i dont wanna talk about here, but i at least owed you guys an explanation. I've not forgotten anything but needed some time to get my head screwed on straight. Im still coming to grips with a few things but ill try to put up some pics this week before friday. pce all.
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08/15/2011, 04:13
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#317
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Here's a castle i just finished, this isn't how it will be lit in game etc, but it looks cool with dramatic lighting. This is the castle where samurai will sign up for that career with npcs.
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02/25/2012, 00:08
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#318
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preview of one of the finished armors.
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02/25/2012, 11:49
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#319
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but how could u make it available in game and load the right motion files? Is there a plugin or smthing?
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02/25/2012, 16:14
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#320
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That mesh is actually a TQ c3, thats just a reskin of an existing armor. BUT, we do have new models as well. The coders on the team im in kick ***, they make everything we need. we're also up to 9 new maps, still cranking as well as we can.
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03/10/2012, 14:15
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#321
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Here's a few shots of our new twin city, which i still like more than tq's new twin city. Which i think is a waste of their time with what ive seen, for a multi million dollar company with a throng of artists at their disposal....but who am i to say?
This was done to the original maps dmap, which means it would work even in standard co as a mod. That being the case, i may release this map as we get close to launch as a way of advertising some of our new features.
The black tiles you see are just where repeating patterns occur with the tiling native to the map, i left those alone so i wouldnt run into any issues. The map functions fine in real co, many overlay tiles done and in place.
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03/10/2012, 15:27
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#322
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Quote:
Originally Posted by Zatoichi
Here's a few shots of our new twin city, which i still like more than tq's new twin city. Which i think is a waste of their time with what ive seen, for a multi million dollar company with a throng of artists at their disposal....but who am i to say?
This was done to the original maps dmap, which means it would work even in standard co as a mod. That being the case, i may release this map as we get close to launch as a way of advertising some of our new features.
The black tiles you see are just where repeating patterns occur with the tiling native to the map, i left those alone so i wouldnt run into any issues. The map functions fine in real co, many overlay tiles done and in place.
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**** looks bad ***
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03/10/2012, 15:57
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#323
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Quote:
Originally Posted by Zatoichi
Here's a few shots of our new twin city, which i still like more than tq's new twin city. Which i think is a waste of their time with what ive seen, for a multi million dollar company with a throng of artists at their disposal....but who am i to say?
This was done to the original maps dmap, which means it would work even in standard co as a mod. That being the case, i may release this map as we get close to launch as a way of advertising some of our new features.
[...]
The black tiles you see are just where repeating patterns occur with the tiling native to the map, i left those alone so i wouldnt run into any issues. The map functions fine in real co, many overlay tiles done and in place.
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That's look awesome like all your job. You're limited to work over the original DMap or you can make your own? Would be sad to be constraint by this.
Oh, at one moment, I was looking to offer my help to the project, but I read that it was abandoned. So, still working on a custom CO? :P
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03/10/2012, 16:18
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#324
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well we have a few projects going, and with so few of us our time is easy to er...mismanage. XD. But yes its still going. This map was done to the original dmap because i want to release it for all clients as we get close to opening, as well as maybe one or two other maps done to original dmaps. We have many new maps atm and are working on more. They already have unique dmaps. Another new development is a custom archive format that we can continue to inject into as we develop, keeping a very clean client. This allows us to open with less content than we had thought. We're still adding new skills atm, and have not even touched combat/spells/effects at all yet. Much of our time has been devoted to tool creation. Not having the editor of an engine creates a very high hurdle that everyone has worked towards with great effort for us to overcome.
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03/10/2012, 16:44
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#325
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Quote:
Originally Posted by Zatoichi
well we have a few projects going, and with so few of us our time is easy to er...mismanage. XD. But yes its still going. This map was done to the original dmap because i want to release it for all clients as we get close to opening, as well as maybe one or two other maps done to original dmaps. We have many new maps atm and are working on more. They already have unique dmaps. Another new development is a custom archive format that we can continue to inject into as we develop, keeping a very clean client. This allows us to open with less content than we had thought. We're still adding new skills atm, and have not even touched combat/spells/effects at all yet. Much of our time has been devoted to tool creation. Not having the editor of an engine creates a very high hurdle that everyone has worked towards with great effort for us to overcome.
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Ok, I see. For the archive format. That's look interesting. Actually, it is totally possible to keep adding files to WDF or TPD archive (with a good implementation), but the formats are not really good  Your format is finished? Cause if not, I may contribute  I'm working mostly with file format and communication protocol. Actually, I reversed the WDF, TPI/TPD formats. Plus, I worked on a custom format that was similar to WDF, and now I'm working on a complete, advanced custom format. (The C++ library is almost complete and the format seems to work fine, just not finished to implement all the things from the format specification) Similar to ZIP, RAR, etc. So basically, I have kind of good knowledge on archive format. So, if you want some help on the format, just ask. I would be interested by looking at the structure  (Or to reverse it when done, haha)
Anyway, I'm happy to see that the project is still alive. It should be really awesome. Good luck
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03/10/2012, 16:46
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#326
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That's probably the best Twin City edit I've ever seen.
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03/10/2012, 17:15
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#327
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thanks Kiyono, theres actually a version with snow as well, which i combined particle snow placed with a displacement map and hand painted snow. We were hoping to be open this winter, but i think we wont make it, it looks like a spring opening. But at least next winter we'll have it done already, we plan to change the maps depending on what time of year it is. Here's a few pics...
@CaptSky, I'll keep that in mind! =)
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03/10/2012, 20:06
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#328
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Holy ****!
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03/15/2012, 22:36
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#329
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After reading the original post, I thought it was just another necro in the client mod section...glad I looked through it. I'm still in shock at the overall quality. Everything I've seen is by FAR more than I expected. Well done, very well done.
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03/16/2012, 01:51
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#330
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ah thanks man, thats kind of ya. Yeah we've been at it off and on for a long time, but tool creation, and revision, has really been what kept us back. Hats off to all coders who make tools for us editors cuz i know i couldnt do it. I'll have some new pics this week of some other stuff, ill try to do in game shots so ya'll can see it in the proper setting. We do have a few announcements coming up so check out our site if you're curious.
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