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variable Me-262
 
#6
All I'm saying is that it looks like those pieces of the fuselage come forward, and then move back into arm position while rotating into a proper arm shape.  If they were to rotate into arm configuration as they moved forward, so that they would (perhaps) be functional before coming back to default arm position, it might be a slightly better flow, iff'n you know what I mean. ^^
Either way, it's a very impressive piece of work.  I've made some static models, but transforming?  That must've been a few dozen headaches, and I salute you for getting it to work.
Also, how to do the beam really depends.  Theoretically, it'd either be a 2D sprite, rotated to face the player perspective (like the older games did it), or a 3D object (with a rapidly increasing length, in the case of non-hitscan beams) with a beam texture slapped on it.  The 2D would be easier, most likely, since you'd only need one texture for it, but the 3D would probably look better, once you got enough sides on it, and the textures lined/angled up right.  Maybe a set of textures, rotated around the sides of the 3D shape of the beam to match the player's perspective?

My Unitarian Jihad Name is: Brother Atom Bomb of Courteous Debate. Get yours.

I've been writing a bit.
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Messages In This Thread
variable Me-262 - by ClassicDrogn - 04-01-2013, 06:57 PM
Vote B - by skychan - 04-01-2013, 08:41 PM
[No subject] - by ClassicDrogn - 04-04-2013, 02:09 AM
[No subject] - by Bluemage - 04-04-2013, 05:25 AM
[No subject] - by ClassicDrogn - 04-04-2013, 06:33 PM
[No subject] - by Bluemage - 04-04-2013, 07:47 PM
[No subject] - by ClassicDrogn - 04-05-2013, 12:34 AM
[No subject] - by Bluemage - 04-05-2013, 03:55 AM
[No subject] - by ClassicDrogn - 04-05-2013, 06:16 AM
[No subject] - by Bluemage - 04-05-2013, 07:51 AM
[No subject] - by Rod.H - 04-05-2013, 09:53 AM
[No subject] - by ClassicDrogn - 04-05-2013, 03:30 PM
[No subject] - by ClassicDrogn - 04-07-2013, 06:05 AM
[No subject] - by ClassicDrogn - 04-09-2013, 09:06 AM

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