http://www.4shared.com/file/83972781/36406a15/BWDS-Skulls.html
Rare footage of The Daleks latest terror weapon...
"We will use both their bodys, their fear and their primitive superstitions as a weapon against them!"
Daleks Are Supreme!
That was freaking awesome man! Oh man, give us some of that action!!!!!
EPIC A little small though (the video I mean).
*twitch*
You need to have the apcsaucers land further away though, it would be tons more epic to see a cloud of flaming skulls actually coming AT you instead of just dropping on you.
:lol:
Luv em.
That's pretty cool man. Good job.
Dia
I think I need to turn their fireball rockets down a bit too, those buildings vanished a bit fast.
What a bonehead idea....
Sorry, couldn't resist. :-P
:lol:
LOL Gotta love it, the skulls remind me of Doom.... the skill things in that :wink:
lol thats certainly unique! love it!
so when is this going to be public material? cant wait to play as the daleks...
The daleks need to utilize the invincible skull shield, I reckon.
Nice!
But add this line to your apc's
collisionRadius = 10.0
or otherwise increase that number so they don't clip into eachother like that, it looks freaky.
They have collisionRadius = 7.0, and still go through each other just like the ISDF apc's do, I believe it someone else has already concluded that this is a better solution than bumping into each other, confusing their pathing and getting blown away as they fail to deploy properly.
Sweet! Nice job!
Very, cool bro! It still amazes me how many cool units can be made for such an old video game. I've been having a ball making some of the strangest looking combat units that actually work! I love the game and can truly say that BZII Rocks!!! BNG.
Can you make amination jaws on skull? Im sure its very funny to watch skull saying HA HA HA as they regroup all togehter with their motherships.I never seen it kind of freak things.And the video look bit grainy.
You can change the angles of recoils if you want, but that is non-rotational. Loop animations are difficult to say the least.
It could be done with forward, reverse and neutral animations.
Its jaw is animated on forward, reverse and neutral, but it is fairly hard to see as the skull moves fast.
Oooh, the recoil is a good idea for the jaw. It would open every time the skull fired.
I heard something about changes to the recoil anim, but have not yet found any details of how it is implemented.
The pivot of the recoiling object does it. If you use a dummy object (cube with __h in its name) you can associate it with the vertexes of another part of the mesh and even do so at varying levels to make a stronger or weaker recoil!
That sounds like bones.
I think he is talking about vertex animations using the recoil as the bone. I have tried that before and failed miserably.