Re: The New Suggestions Thread

#521
AlicornPureSparky wrote:SCP Number: SCP-339
SCP Nickname: Be Silent, Be Still.
Ingame mechanics: Just like in the document, you find the box its contained broken in its chamber, and you see a dead guard,D-class, scientist, or even a MTF with the SCP on the corpse. As you stare at the SCP you hear your heart race, the only way to try to escape the room without making it hostile is possibly a good use for the crouching mechanic.
Artwork/Models (optional):
Spoiler
Image
That could actually work, but maybe it's a bit hard to animate? (don't know much about animating)
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Re: The New Suggestions Thread

#522
Akatos wrote:
AlicornPureSparky wrote:SCP Number: SCP-339
SCP Nickname: Be Silent, Be Still.
Ingame mechanics: Just like in the document, you find the box its contained broken in its chamber, and you see a dead guard,D-class, scientist, or even a MTF with the SCP on the corpse. As you stare at the SCP you hear your heart race, the only way to try to escape the room without making it hostile is possibly a good use for the crouching mechanic.
Artwork/Models (optional):
Spoiler
Image
That could actually work, but maybe it's a bit hard to animate? (don't know much about animating)
Night or other modelers that collaborate with CB could attempt to do the model. The tendrils could move like the tentacles found in 035's chamber. (When idle) I seriously would love to make the model myself but I don't know a thing about modeling or animating models.
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Re: The New Suggestions Thread

#525
RancidBuffalo wrote:I know about animating, and as a seasoned 3ds Max user, I can tell you that binding the mesh to a skeleton would be possible. The only problem would be that the skeleton would have to be made from scratch, and it would be a lot of work to create to give the right effect.
Eh, they're just tentacles. Animating it wouldn't really be too hard. Plus 3ds Max lets you take animations you've already created and apply them to others, so basically you just animate the tentacle once and have each of the other tentacles use that same animation at slightly different intervals.

The real problem would be using that many bones. I usually model for the Source engine and they have a limit of around 20 bones per model. I'm not sure how many Blitz3D allows, but you'd have to use at least 2 bones per tentacle.
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Re: The New Suggestions Thread

#526
You could have multiple tentacles on the same bone. I have some experience with animation although it was in a different program and that is how I would do it. Using that method you could achieve the effect you want. I am not sure if it would work the same way since you are using a different program that isn't as advanced but there should still be a way to do it. Even if there wasn't a limit to how many bones it can have it would be easier to do it that way.
Let's throw everything in and see what happens!

Re: The New Suggestions Thread

#528
legendaryweredragon wrote:I am not sure if it would work the same way since you are using a different program that isn't as advanced but there should still be a way to do it.
What do you mean "isn't as advanced"? I was under the impression 3ds Max was pretty up to par :?

Also sure you could put multiple tentacles on one bone, but then they'd move in sync, and wouldn't that look kinda weird?

Edit: Oooh I see what you're saying. Nah, the Source engine is the engine for Half-life 2. Since we're talking about CB, then that doesn't really matter. I was just asking what the bone limit is for Blitz3D so we know that we wouldn't run into that issue. Game engines have bone limits, 3D applications don't. 3ds Max can handle tons of bones :)
Hey, if you've got a minute why not check out my modeling portfolio here!
Also be sure to check out my current project Equestrian Terrors!