NEPTUN PACK - Piranha (reworked)
by D Fasel · 02/23/2013 (1:34 pm) · 14 comments
Now the ship models are finished, so i could go back to the fish!
The last 3 days I fully reworked the Piranha AI model and texture.
The player swap to a skeleton, if he get killed from piranhas.
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Piranha
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I reworked the Piranha from scratch. First I used Milkshape to create a raw model of a piranha. The next step was port the raw model to sculptris, so I could work better on details. I made the piranha with 2 LOD meshes. If i was happy with the process, I ported the model back to Milkshape to make the fins. Also I created the bones and skeleton in Milkshape. More as one day work was need to make all the animation.
At the end of the process i made some little script, so the piranha gets a static animation for the gills, if they spawn in the mission.
here a little movie:
Thanks for read and watching the movie!
The last 3 days I fully reworked the Piranha AI model and texture.
The player swap to a skeleton, if he get killed from piranhas.
_____________________________________________________________________________
Piranha
________
I reworked the Piranha from scratch. First I used Milkshape to create a raw model of a piranha. The next step was port the raw model to sculptris, so I could work better on details. I made the piranha with 2 LOD meshes. If i was happy with the process, I ported the model back to Milkshape to make the fins. Also I created the bones and skeleton in Milkshape. More as one day work was need to make all the animation.
At the end of the process i made some little script, so the piranha gets a static animation for the gills, if they spawn in the mission.
here a little movie:
Thanks for read and watching the movie!
About the author
Working in the team of Winterleaf Entertainment as an Lead Level Designer and Environmental Artist. Selling content and art packs ready for T3D at my shop www.game3d.ch/shop
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#2
Only thing missing is after death have them strip the body by putting out a huge cloud of blood, keep them swarming for a while, and leave a skeleton that sinks. ;)
02/23/2013 (8:24 pm)
Very good looking fish! The movement is very natural looking.Only thing missing is after death have them strip the body by putting out a huge cloud of blood, keep them swarming for a while, and leave a skeleton that sinks. ;)
#4
02/24/2013 (1:53 am)
@Frank, that's exactly what I thought, shame they don't eat the corpse, Lol
#6
That was mostly a joke. You really have done a great job on the piranha.
One thing you could do is have them nibble on the corpse until it disappears. In addition piranhas from other locations could swarm in creating a diversion so someone else can swim across. This might make for interesting strategy. It would mostly be game specific, but it would be fun!
02/24/2013 (5:55 pm)
@D Fasel,That was mostly a joke. You really have done a great job on the piranha.
One thing you could do is have them nibble on the corpse until it disappears. In addition piranhas from other locations could swarm in creating a diversion so someone else can swim across. This might make for interesting strategy. It would mostly be game specific, but it would be fun!
#7
I really find this idea very cool! I'm only not sure to implement this to the Neptun pack. How i write, in one of the first blocks about the neptun pack, I use UAISK to control the fishes and ships. This means i can't sell a modified UAISK! I don't own it. To make the piranhas like you said in your post, I must modify some parts of the UAISK to get it work the right way. The demo mission in the pack will only content UAISK like it is in a game i would sell, to not get in conflict with the license. This means i have to remove the UAISK editor and make DSO files with the scripts from UAISK. Only every AI data block will be part of the pack, and everything from the normal torque script i changed.
So this pack means, that you use your own AI code, or use UAISK, if you own a license. Also i think your idea is very game specific.
At least, this pack content game ready models and a nice demo mission, with some scripts you can use as templates for your project. I don't plane to make also all the AI scripts, about each project maybe use different AI controlling.
What i maybe can do is a lot blood, if the player dies, and change the player to a skeleton. But the piranhas will do the same as in the movie.
This would help to get the most parts you need for this, but you then have to write or modify your AI code, so the piranhas nibble on the corpse.
Thanks for the idea, Frank!
02/25/2013 (5:03 am)
@ Frank: No problem, about the joke :)I really find this idea very cool! I'm only not sure to implement this to the Neptun pack. How i write, in one of the first blocks about the neptun pack, I use UAISK to control the fishes and ships. This means i can't sell a modified UAISK! I don't own it. To make the piranhas like you said in your post, I must modify some parts of the UAISK to get it work the right way. The demo mission in the pack will only content UAISK like it is in a game i would sell, to not get in conflict with the license. This means i have to remove the UAISK editor and make DSO files with the scripts from UAISK. Only every AI data block will be part of the pack, and everything from the normal torque script i changed.
So this pack means, that you use your own AI code, or use UAISK, if you own a license. Also i think your idea is very game specific.
At least, this pack content game ready models and a nice demo mission, with some scripts you can use as templates for your project. I don't plane to make also all the AI scripts, about each project maybe use different AI controlling.
What i maybe can do is a lot blood, if the player dies, and change the player to a skeleton. But the piranhas will do the same as in the movie.
This would help to get the most parts you need for this, but you then have to write or modify your AI code, so the piranhas nibble on the corpse.
Thanks for the idea, Frank!
#8
I hear you. Also, did you see that the fish swarming code was contributed back to T3D from the virtual aquarium project? There might be some useful code in there for your stuff. They have fish swarming, following, fleeing, etc behaviors in there. It is MIT so you could include that with your stuff if you wanted.
02/25/2013 (8:01 am)
@D Fasel,I hear you. Also, did you see that the fish swarming code was contributed back to T3D from the virtual aquarium project? There might be some useful code in there for your stuff. They have fish swarming, following, fleeing, etc behaviors in there. It is MIT so you could include that with your stuff if you wanted.
#9
I think is by everyone, what they want do with the Neptun pack. I don't had in my mind to implement much code to this kit. It is more a content pack with a lot models. Of course, it content also some scripts and needed data blocks.
The kit is open, about what AI controlling people wish to use.
An other point of view is: I work since more as 3 months at this pack, and I'm sure I need one more month to get the models finished. If I have to design also the AI code, I think the price of the pack would be to high.
02/25/2013 (8:57 am)
@ Frank: Yea, I have this, but I was not sure what all I could use from that "aquarium project". It also have some nice "fish" models inside that project. They only have no texture and the animation are very aquarium project specific. I think is by everyone, what they want do with the Neptun pack. I don't had in my mind to implement much code to this kit. It is more a content pack with a lot models. Of course, it content also some scripts and needed data blocks.
The kit is open, about what AI controlling people wish to use.
An other point of view is: I work since more as 3 months at this pack, and I'm sure I need one more month to get the models finished. If I have to design also the AI code, I think the price of the pack would be to high.
#10
Should just be a matter of model swapping once the Soldier is dead. I can not see how this is a violation of the AI license. I use UAISK as well, and granted, I have not read the user agreement in some time, I would think a model swap on death, would be a pretty 'simple' task. I may be wrong in this assumption. Let me know for sure.
I think it's a good idea and is justified in further research.
Ron
02/26/2013 (12:27 am)
D,Should just be a matter of model swapping once the Soldier is dead. I can not see how this is a violation of the AI license. I use UAISK as well, and granted, I have not read the user agreement in some time, I would think a model swap on death, would be a pretty 'simple' task. I may be wrong in this assumption. Let me know for sure.
I think it's a good idea and is justified in further research.
Ron
#11
What i mean with the change of code in UAISK is this. When the player dies, all attacking Piranhas go back to the guard point or next path marker. But they should stay longer at the death player and nibble on him, to get the effect, Frank posted. The only way i see to do so, is changing UAISK a bit for this.
And this skeleton/nibble effect should also only be, if piranhas did attack.
I'm thinking to make the skeleton change if the player dies, and some particle blood clouds, and only if he was attacked from piranha. Otherwise the player dies like it was in stock torque. This must be, about maybe he dies not only on piranha attacks, and then it would look ugly if he put out blood clouds and change to a skeleton.
02/26/2013 (5:13 am)
OK, I see you guys will have a skeleton :) I just start to make one!What i mean with the change of code in UAISK is this. When the player dies, all attacking Piranhas go back to the guard point or next path marker. But they should stay longer at the death player and nibble on him, to get the effect, Frank posted. The only way i see to do so, is changing UAISK a bit for this.
And this skeleton/nibble effect should also only be, if piranhas did attack.
I'm thinking to make the skeleton change if the player dies, and some particle blood clouds, and only if he was attacked from piranha. Otherwise the player dies like it was in stock torque. This must be, about maybe he dies not only on piranha attacks, and then it would look ugly if he put out blood clouds and change to a skeleton.
#12
Need to work a bit more at the blood. This skeleton only happens, if piranhas attack the player.
02/26/2013 (2:39 pm)
Just made this today. But it is not finished. Need to work a bit more at the blood. This skeleton only happens, if piranhas attack the player.
#13
Your an evil evil person for this video! Very cool! Make the blood cloud smaller and more lasting so you don't see the skeleton so quickly... otherwise that is pretty impressive!
Again-your an evil person! :)
02/27/2013 (7:25 pm)
@D FaselYour an evil evil person for this video! Very cool! Make the blood cloud smaller and more lasting so you don't see the skeleton so quickly... otherwise that is pretty impressive!
Again-your an evil person! :)
#14
02/28/2013 (3:24 am)
@ james: The blood particles ere now like you said :) 
Torque Owner David Robert Pemberton
www.deadlyassets.com