Page 5 of 16

Posted: Mon Jun 21, 2010 11:13 pm
by SNOWMAN7
Yes, they are Japanese polotics.
"Poppo" is a former primeminister and "Ozalin" is the leader of the Political party

Posted: Tue Jun 22, 2010 8:45 am
by Miss Eleksin
lol It seems Mesark either really likes them or hates them because those names seem really cutesy. :3

Posted: Tue Jun 22, 2010 3:28 pm
by destiny
we shoot at those 2 in a remodeld map of his so i think its hate.
just a gues.

Posted: Wed Jun 23, 2010 7:55 pm
by Datastream
Btw I have extracted some mesark models directly but not all of them. I have no real time to find them all in the directory tree and delete all the correct files so here is my question.

If I update the anime model pack with the mesark models with that cause complications with the models I already extracted in the materials/models folder? Or does the add-on system simply work in such a way that it checks if something is alrady in the mod and then uses whatever is not? So, does the add-on system overwrite?

Posted: Wed Jun 23, 2010 11:38 pm
by Axel_m3sh
Datastream wrote: So, does the add-on system overwrite?
I'm pretty sure Neico said it can't overwrite stuff, so you should be safe...... unless you're paranoid like me and want perfect everything, go ahead and back em up :P

Posted: Tue Jun 29, 2010 6:39 pm
by TyHap
Mesark's model have such a great quality.Thanks for models pack,makin' game more different,i am tired of these rebels and gordon freeman.

Posted: Tue Jun 29, 2010 11:57 pm
by Suppercut
Awesome, I can't wait to annoy the frak out of my anti-Lucky Star friend by having Konata Izumi kick his ass. Which reminds me, has anyone bothered to create anime NPC's for Obsidian? I mean, it's possible. Most of the characters in this pack were based off of ones with NPC animations, so it's very possible.

Also, on the anime topic itself, most of the reason for all the hate comes from Facepunch and the common misconception that weeaboos are anyone who likes anything Japanese, therefore anime is that "forbidden" thing and the trolls of FP find every way to say that it's horrible and use that to troll anyone speaking of it into submission. I should also mention that Know Your Meme has the correct meaning of weeaboo.

Posted: Wed Jun 30, 2010 9:30 am
by Axel_m3sh
Suppercut wrote: Which reminds me, has anyone bothered to create anime NPC's for Obsidian? I mean, it's possible. Most of the characters in this pack were based off of ones with NPC animations, so it's very possible.
Oh god haha, if someone were to rig it for npcs, I'd make a map where you fight random characters and they fire huge-ass pastries at you with flying cats and wat. :siezure:

Posted: Wed Jun 30, 2010 10:10 am
by SkyNinja
Technically, they are rigged for it. All that would need to be done is a decompiling of the models, change what the included models are, and recompile... unless these use COMPLETELY custom animations, which I doubt...

Posted: Wed Jun 30, 2010 10:38 am
by Suppercut
Axel_m3sh wrote:
Suppercut wrote: Which reminds me, has anyone bothered to create anime NPC's for Obsidian? I mean, it's possible. Most of the characters in this pack were based off of ones with NPC animations, so it's very possible.
Oh god haha, if someone were to rig it for npcs, I'd make a map where you fight random characters and they fire huge-ass pastries at you with flying cats and wat. :siezure:
lolwut

Also, I know the Konata and Haruhi models (among others done by Boroko on garrysmod .org) were already rigged for NPCs to start.

Edit:
Well, I mean possessing the NPC animations.
Yet Another Edit: Now I realize it's kinda hard to completely create a new NPC (with custom sounds and everything) since this isn't Garrysmod where you can just make a SNPC. Unless the supposed "addon system" allows for creating a whole new gender for Citizens for each and every anime character so as to be able to give each one custom sounds (have Konata say lines from Lucky Star and whatnot). Although that might be possible. Somehow.
Like, how was that giant boss I saw in the OC 1.35 trailer constructed? It shot lasers and flew around. Can't do that with simply a helicopter or gunship.

Posted: Thu Jul 01, 2010 9:54 pm
by Axel_m3sh
Suppercut wrote: Like, how was that giant boss I saw in the OC 1.35 trailer constructed? It shot lasers and flew around. Can't do that with simply a helicopter or gunship.
A lot of entity work and hammer mapping skillz mah friend :)
Other maps like ones that Masa0x and Zteer make have custom bosses. It's complex lol

Posted: Fri Jul 02, 2010 2:22 am
by Suppercut
Axel_m3sh wrote:
Suppercut wrote: Like, how was that giant boss I saw in the OC 1.35 trailer constructed? It shot lasers and flew around. Can't do that with simply a helicopter or gunship.
A lot of entity work and hammer mapping skillz mah friend :)
Other maps like ones that Masa0x and Zteer make have custom bosses. It's complex lol
What kind of "entity work"? And how exactly were they constructed? Just curious, I'm a mapper myself. I wish I could decompile those to learn how they were done.

Posted: Fri Jul 02, 2010 7:37 am
by DisConnected
Suppercut wrote:
Axel_m3sh wrote:
Suppercut wrote: Like, how was that giant boss I saw in the OC 1.35 trailer constructed? It shot lasers and flew around. Can't do that with simply a helicopter or gunship.
A lot of entity work and hammer mapping skillz mah friend :)
Other maps like ones that Masa0x and Zteer make have custom bosses. It's complex lol
What kind of "entity work"? And how exactly were they constructed? Just curious, I'm a mapper myself. I wish I could decompile those to learn how they were done.
You parent stuff like func_tanks with lasers and gunfire entities parented to them. Then you either put in a custom model or just add on to an NPC like a helicopter. Alternativly you can just use a func_breakable as the body, and then have that go around on a tracktrain, also shooting lasers with the func_tank method stated above. Then just have logic entities decide when to activate attacks and when and under what conditions. Maybe add a shockwave effect and then have all the players thrown in the sky, I dont know. Explore with all those fun little entities.

Posted: Fri Jul 02, 2010 4:20 pm
by Suppercut
DisConnected wrote:
Suppercut wrote:
Axel_m3sh wrote:
Suppercut wrote:Like, how was that giant boss I saw in the OC 1.35 trailer constructed? It shot lasers and flew around. Can't do that with simply a helicopter or gunship.
A lot of entity work and hammer mapping skillz mah friend :)
Other maps like ones that Masa0x and Zteer make have custom bosses. It's complex lol
What kind of "entity work"? And how exactly were they constructed? Just curious, I'm a mapper myself. I wish I could decompile those to learn how they were done.
You parent stuff like func_tanks with lasers and gunfire entities parented to them. Then you either put in a custom model or just add on to an NPC like a helicopter. Alternativly you can just use a func_breakable as the body, and then have that go around on a tracktrain, also shooting lasers with the func_tank method stated above. Then just have logic entities decide when to activate attacks and when and under what conditions. Maybe add a shockwave effect and then have all the players thrown in the sky, I dont know. Explore with all those fun little entities.
That's what I had a feeling of. Sigh. Wish it was possible to define entities in an add-on.

Posted: Thu Jul 15, 2010 11:54 pm
by Suppercut
Maybe I can make a bossrush with anime characters. Would be hilarious. :lol:

Who agrees? Father Konata? Hatsune Calhoun? Alyx Suzumiya? Cmon, people. :)

Okay, now I REALLY wanna make an advisor Kagami.