[COLLAB DISCUSSION] Blood Gulch Reality

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2310
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Wed Mar 24, 2010 4:04 am

Sir Lumps wrote:No, i do not think i have expressed myself clearly. What i meant was, the weapon should have a very high heat generation when fired, so that people will not be able to spam them, as it needs a long time to cool down.
Yes, detonating while dropping needs and effect, but i can't recall where...
I know what you intended; an inability to spam healthpacks. But having a high heat generation might not be enough depending on what you want (plasma pistol overcharge also has a high heat generation rate), so we might also want to reduce the rate of heat loss, because you can't have more than 100% (or 1) heat, so it cools slower as well as heating faster.
Sparky wrote:Projectiles have an option to disappear in material effects (jpt!).
I meant the weapon after being dropped, not projectile.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Wed Mar 24, 2010 10:12 am

the reason is said healthpacks is so it only heals health, like the medic kits that the usmc sometimes carry. i forget what it is called though.
also then you have to be standing right next to the person. a 2-4 second charge would suffice, as well as a stun effect on the trigger.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Wed Mar 24, 2010 10:57 am

If we have a negative damage that skips shields and has 0 damage to cyborg shield, it would essentially heal health only as well.

Stun effect on the trigger sounds great! And it'd probably be the first time anyone did that, unless anyone knows of any previous use of that ...

A 4 second charge sounds alright. We could use the flamethrower and add it to the center of each base, under the flag. Flamethrowers would probably work well as a base because it both has reloadable ammo and an overheat function. The medpack dispenser would use 1 ammo, but each clip would only be 2, and it would be preloaded with only 1 extra clip (4 rounds beginning in total, 6 rounds max).

After that, to-dos:
  1. Find a model for the medpack dispenser. We could ask Sparky to make one, or paste the medpack model into the FP view.
  2. Make it spawn at both bases.
  3. Replace the flamethrower with a good weapon. I suggest adding a good Energy Sword, as I don't find flamethrowers very realistic. (How do shields protect you from heat? And why don't they protect you from light? And aren't shields supposed to repel liquids?)
  4. If everyone else thinks flamethrowers are realistic, we can always add them back in. (Well ... it's a collab ... I have to follow the majority vote :P)
  5. Alternatively, we could find a good canonical power weapon and add it too. I can't think of any more ... sentinel beams maybe? Any other ideas?

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Turtle » Wed Mar 24, 2010 1:33 pm

Here are a few effects I have been editing, these aren't the final products I just want to get a sense of the sizes you want.
Plasma - Image
Frag - Image
Frag smoke- Image
If these are too big just let me know!
Image

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Wed Mar 24, 2010 8:33 pm

Plasma looks great! A slightly lighter shade of blue might be more realistic. Something like the blue of the plasma rifle's projectiles.

Frag looks good, but that looks a little more like a napalm nade - frags work by blasting lots of shrapnel around. Perhaps you could also add a light tag like the Needler's explosion effect, to have a better looking explosion? You might also want to examine some of the impact effects, such as when you shoot a rocket into the wall, some particles will fall out - perhaps a similar effect could be used to simulate the shrapnel.

Frag smoke looks good as well, not too big but looks a little like a smoke nade. Was that effect used on a rocket?

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Wed Mar 24, 2010 8:52 pm

the plasma needs a little more variance in color, as well as more transperancy.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Smythe » Wed Mar 24, 2010 10:03 pm

Plasma looks too thick, to even, need more variation!
Add sparks or something.
Image

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Thu Mar 25, 2010 12:15 am

olly12345 wrote:Plasma looks too thick, to even, need more variation!
Add sparks or something.
Sparks ... we might be able to use the plasma rifle's impact effects.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Thu Mar 25, 2010 12:24 am

hey, can i do blood effects? i got some sexy blood.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Pielogist » Thu Mar 25, 2010 12:48 am

2310 wrote:
olly12345 wrote:Plasma looks too thick, to even, need more variation!
Add sparks or something.
Sparks ... we might be able to use the plasma rifle's impact effects.
Sparks: plasma pistol charged bolt effect.

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Turtle » Thu Mar 25, 2010 7:10 am

Thanks for the feedback! Those pics were really just for scale rather than actual effect, but I will take everything into consideration.
Image

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Thu Mar 25, 2010 9:26 am

Falabmaja The 2nd wrote:the plasma needs a little more variance in color, as well as more transperancy.
Pielogist~ wrote:
2310 wrote:
olly12345 wrote:Plasma looks too thick, to even, need more variation!
Add sparks or something.
Sparks ... we might be able to use the plasma rifle's impact effects.
Sparks: plasma pistol charged bolt effect.
Good ideas - plasma will spread out if there's nothing to contain it, so it should be more opaque towards to origin of explosion and thin out, if that's possible. Sparks mostly happen because of the high temperatures and impact force, like welding, so perhaps it could be a impact effect rather than explosion effect?
Falabmaja The 2nd wrote:hey, can i do blood effects? i got some sexy blood.
Ask Turtle, or in this case, wait for his reply. Would you like to be secondary effects or a special position like "Blood Effects Modder"?
Turtle wrote:Thanks for the feedback! Those pics were really just for scale rather than actual effect, but I will take everything into consideration.
Scale-wise ... it's probably good for the frag effects. The plasma might be just a little big though. (How is a small nade going to make so much plasma, other than if it generates a Slipspace rupture and yanks it out from somewhere? :P)

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by kiddten » Thu Mar 25, 2010 10:40 am

blood could/should come under bitmaps because it's just one bitm tag i have to edit.
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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by 2310 » Thu Mar 25, 2010 9:27 pm

Falabmaja The 2nd wrote:blood could/should come under bitmaps because it's just one bitm tag i have to edit.
Ok! You're in for that position. :D

EDIT: I just realized you're in bitmaps dept. :P Anyway, just let Amy know you'll be doing that. :D

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Re: [COLLAB DISCUSSION] Blood Gulch Reality

Post by Amy » Fri Mar 26, 2010 2:22 pm

Actually, you should ask Amy's permission, not let Amy know.

Amy knows all.
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