If you just took the creatures that were modeled and already have sounds in them, all that would be left is animation. I know that animation is hard, but it be easier than animating, giving sound, AND modeling. Hell, some even have programming installed.
No rush, none at all. But once you've got the time to kill you could work on:
Combine Units:
The Cremator
The Alien Assassin
The Combot
The Wastland Scanner (Probably the easiest one.)
The Crab Synth
The Mortar Synth
The Combine Guard
Other NPCs
The Particle Storm (Sounds are there, looks simple the program. And its possibly just a few effects.)
The Ichthyosaur
The Hydra
And maybe we could add some SMOD NPCs. If we're lucky, we could even get some permission from the boys making Black Mesa: Source to include some more Xen creatures! But I'm getting ahead of myself, here. We should just stick to the stuff that was already modeled and textured for HL2 and HL2 Beta.
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Animating/Programming Cut NPCs
Started by ScrooLewse, Dec 14 2010 04:44 PM
5 replies to this topic
#1
Posted 14 December 2010 - 04:44 PM
#2
Posted 15 December 2010 - 11:46 AM
ScrooLewse, on 14 December 2010 - 04:44 PM, said:
And I know I've seen an updated Houndeye model somewhere, complete with animations, nonetheless.
Black Mesa : Source ?
This still a good idea, but for some of them every animations are already created because they are in HL2. And I'm not the man who do the animations.
#3
Posted 15 December 2010 - 02:45 PM
Quenquent, on 15 December 2010 - 11:46 AM, said:
Black Mesa : Source ?
This still a good idea, but for some of them every animations are already created because they are in HL2. And I'm not the man who do the animations.
This still a good idea, but for some of them every animations are already created because they are in HL2. And I'm not the man who do the animations.
Well, that's epic.
And some of them like the Cremator and those unused Synths would need to be animated.
I think the Combot and Wasteland Scanner are even programmed, though.
#4
Posted 23 December 2010 - 05:24 PM
Sorry about double-posting, but I've updated the list of possible NPCs and added links to the Combine Overwiki for those who don't know what I'm talking about.
#5
Posted 30 December 2010 - 11:20 PM
While crab and mortar synths WOULD be essential to a game like this, seeing as how they are an important part of the combine army, they shouldnt be implemented. it would require the overwatch team to create fixed animations and attacks for the synths, and what if they are brought in in a later game, with differing attacks and animations?
#6
Posted 04 January 2011 - 06:07 PM
ChromeE, on 30 December 2010 - 11:20 PM, said:
While crab and mortar synths WOULD be essential to a game like this, seeing as how they are an important part of the combine army, they shouldnt be implemented. it would require the overwatch team to create fixed animations and attacks for the synths, and what if they are brought in in a later game, with differing attacks and animations?
It has already been confirmed that the release of EP3 will coincide with rapture, but then again, what if Overwatch lives that long? If it is researched enough, maybe our codes wouldn't differ too much with what comes-out in Half-Life.
How about ones that were already programmed like the Wasteland Scanner or ones we know were given-up on like the Cremator?
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