| 12-08-2003, 08:38 PM | #301 | |
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i forgot to mention, but any model i do loose animations, im currently looking for an animating program to fit what i need, no luck so far :( |
| 12-08-2003, 10:34 PM | #302 | |
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No, it requires model editing to remove the team colour. You're talking about just going over it. I want it removed, so I can alpha out the murloc's machete thingy. Anyway, can you unwrap the Snapdragon, and remove team colour, Gerundok? |
| 12-08-2003, 10:35 PM | #303 |
No i dont think he can do that.. |
| 12-08-2003, 10:42 PM | #304 |
Why not? He said before that he could UV unwrap models. All he has to do is take the snapdragon model after exporting it from WC3viewer or whatever, and do his stuff. And, for removing team colour, it's just a simple MDL edit (One that I can't do with out f@#$ing up the model:ggani:). He's a modeler, it'll be a piece of cake for him. |
| 12-08-2003, 10:42 PM | #305 |
Hmm maybe and AJ have you started on the captain skin yet? |
| 12-08-2003, 10:52 PM | #306 |
I'm working on it right now. |
| 12-08-2003, 11:37 PM | #307 |
Good news, well for me, I perfected my underwater camera, it really (but not exactly) looks like underwater... You may not like it, but I do :ggani: use the iseedeadpeople cheat... (press enter, put in iseedeadpeople then press enter again) to see the camera |
| 12-09-2003, 03:45 AM | #308 |
I like it, but a teal fog works better, and makes it look more tropical. You could use a navy blue fog if you wanted a less tropical look. It makes things hard to see at a distance, and easy up close. You can also actually see your units. We should design some kind of tech tree for the Murlocs, with possibly seperate trees for the imperials and the Balzac. They would live in Coral houses of some kind underwater, and primitive huts on land. For an altar, they would probably use an "Altar of the Sea", or the Ocean, or the Waves. Underwater, they would use a coral mill to harvest coral instead of water, and above land they get a lumber mill. They could train Soldiers/Tiderunners, and Crossbowmen at some kind of barracks. I'm going to think of more, but so far, what do you think of these ideas? |
| 12-09-2003, 04:07 AM | #309 |
Kickass! |
| 12-09-2003, 11:39 AM | #310 | |
that is sweet pure_death every1 rate his post and ne1 elses for that matter :foot: when draco makes it available to do so. ill be making ur next skin soon boss :foot: skin working on: Quote:
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| 12-09-2003, 04:25 PM | #311 |
I work at the Morloc Expansion. We (our team) create a some new models of morlocs. We dont finished mod but we do 7\10 of all work |
| 12-09-2003, 10:08 PM | #312 |
You have some models? could you post us some screenshots? |
| 12-09-2003, 10:39 PM | #313 | |
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Um... fog? I dont know what you're talking about :ggani: I saw a murloc archer from illisor, heres the thread http://www.wc3campaigns.com/forums/s...threadid=39801 |
| 12-09-2003, 11:07 PM | #314 |
Yeah we could use that model but hes offline |
| 12-10-2003, 01:11 AM | #315 |
Fog is a handy addition to TFT. It's in under map options. Mess around with it to see how it works. Anyway, here's a proposed Tech Tree. I used Neptune and Pan because those are the Greek/Roman equivilents of whatever the murlocs worship. Pan would be the god of nature, which would be coral and fish to the murlocs. Neptune would be the god of the sea, waves, and storms. None of the names in this tech tree are final. At the apotchecary, you research chemical and medicine technologies, such as poison for your archers, etc, and you can buy a few potions for heroes. You can also train an alchemist, which could also make potions given time and mana. What do you think? |
