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Moving up! here is the level 3 protoype. My plant bloom in a kiling carnivorous machine. A dream for every spy XD
Every rose has his thorn
Also, a comparative in size of all levels and our fella.

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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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Get that thing AWAY from me!
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, spline,
240 Posts,
Join Date Jun 2010,
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Hm. The level 2 reminds me of a frilled lizard.
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, spline,
179 Posts,
Join Date May 2010,
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Quote:
Originally Posted by Some Jerk
Hm. The level 2 reminds me of a frilled lizard.
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ahahahah yes. Engineering always try to copy nature forms 
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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Seems like way too much. Went from a solid relatively simple concept to spiky metal hell.
Look at the difference between the original sentries:
lvl 1: a barrel mag with a barrel coming out of it.
lvl 2: two guns come out of the side of the canister, legs grow to support this.
lvl 3: a rocket launcher pops out the back, barrel mag moves down.
What you've got going on is this:
lvl 1: shield with gun
lvl 2: gun becomes gatling gun, shield gets bigger (and cracks?) stuff pops out the back, legs grow to support this
lvl 3: second gatling pops out the side, rocket launcher pops out between them, the legs change completely, a whole other support system expands out in the front, four new shields with spikes appear, and the whole thing gets...shorter?
Look at the progression in your scale model next to the engi; the third one looks completely out of sequence. Now model-wise it's cool looking and very well modeled but it doesn't look like it fits in the progression at all.
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, polycounter,
805 Posts,
Join Date May 2010,
Location California
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Quote:
Originally Posted by Karkasmolenklok
Look at the difference between the original sentries:
lvl 1: a barrel mag with a barrel coming out of it.
lvl 2: two guns come out of the side of the canister, legs grow to support this.
lvl 3: a rocket launcher pops out the back, barrel mag moves down.
What you've got going on is this:
lvl 1: shield with gun
lvl 2: gun becomes gatling gun, shield gets bigger (and cracks?) stuff pops out the back, legs grow to support this
lvl 3: second gatling pops out the side, rocket launcher pops out between them, the legs change completely, a whole other support system expands out in the front, four new shields with spikes appear, and the whole thing gets...shorter?
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THanks for the crits. Im not contesting you, i m explaining what i thought while building that level 3.
Ok, let's go, in the level 2, the shield grow due the senty size grow too, it need to cover the new area. I put some cracks to damage the weapon a bit. The back area is the machinery of the sentry which need more legs (actually the same legs form level 1 in another dispose to deal better with the new weight).
The level 3 is more heavier, and them thinking in how to stabilize that, i spread the legs and put the entire sentry more near to the ground to gain stabilization.
I needed to move the shield up to protect the sentry, it's the same lvl2 shield, i just flip the last part of it to front, since that parts are jointed. The legs is the same legs of the lvl2, this time, more spread and new two legs (support system) in the front (like the original Sentry in TF2, in the original sentry, the new legs appear in the back).
For the machine gun and rocket luncher, i agree...i think im still use one machine gun and the rocket in the place of the another, that should fit better. humm...The spikes is only to make the machine more agressive look 
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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One issue with spreading the legs out that Rhinokey brought up was the footprint of the turret, basically Its feet can never get wider than the original toolbox, because that would prevent it from being upgraded if its built in tight corners.
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, dedicated polycounter,
1,421 Posts,
Join Date Jan 2008,
Location Vancouver, BC
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My two cents is keep the legs the same through out the first two sentries, don't make it get any taller, or if it DOES get taller don't extend the legs more than what would be feasible. Remember, metal can't grow. So what you start with for the legs at the first one should stay the same. Changing the dimensions of your objects breaks the metarules for TF2 which states for the sentry and dispenser that no matter how big it gets, it came from somewhere.
I'd take the damage out, unless you ad it in the first one as well. To make the shield feel as thought it CAN grow, maybe add another section of shielding right behind the first one on the level one sentry.
EDIT:
Also, the plain square blocks you have behind your guns on level three RUIN the overall organic shape you have going on there.
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, spline,
103 Posts,
Join Date Feb 2010,
Location Pittsburgh, PA
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yep, my mind is pretty much blown...
and offtopic question for OP...did you made guard dog? (:
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, line,
57 Posts,
Join Date May 2010,
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Quote:
Originally Posted by DKK
One issue with spreading the legs out that Rhinokey brought up was the footprint of the turret, basically Its feet can never get wider than the original toolbox, because that would prevent it from being upgraded if its built in tight corners.
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HUmmmm great point... I measure the sizes and proportions of my buildings near the original ones. This image have the comparative, the same colors is the same measure. The origina level 1 and my sentry have the same area in the legs. The original level 2 when pop out all the things have the same width of my level 3. I used that sizes while building my sentries, i thought that "box"area is my working area and build inside it. I dont know if the legs spread while in the same area of the original lvl 2 sentry could be a problem :/

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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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Quote:
Originally Posted by pyanodon
THanks for the crits. Im not contesting you, i m explaining what i thought while building that level 3.
Ok, let's go, in the level 2, the shield grow due the senty size grow too, it need to cover the new area. I put some cracks to damage the weapon a bit. The back area is the machinery of the sentry which need more legs (actually the same legs form level 1 in another dispose to deal better with the new weight).
The level 3 is more heavier, and them thinking in how to stabilize that, i spread the legs and put the entire sentry more near to the ground to gain stabilization.
I needed to move the shield up to protect the sentry, it's the same lvl2 shield, i just flip the last part of it to front, since that parts are jointed. The legs is the same legs of the lvl2, this time, more spread and new two legs (support system) in the front (like the original Sentry in TF2, in the original sentry, the new legs appear in the back).
For the machine gun and rocket luncher, i agree...i think im still use one machine gun and the rocket in the place of the another, that should fit better. humm...The spikes is only to make the machine more agressive look 
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Alright here's some possible suggestions;
EDIT: Hey the image the numbers correspond to! Maybe I should, like, include it?
- have the cracks here manifest themselves in the first part of it, so that they don't appear inexplicably.
- instead of having a whole mess of spikes show up on lvl 3, tone it down to just a few spikes and have them come out on lvl 2 or 1. Maybe in the middle where it gets bigger anyway?
- Instead of having it descend dramatically down and outward, try and keep the size relatively similar between lvl 2 and 3, kind of like with the original sentry (the original one is only taller because of the rocket launcher)
- The gun, which was central, kind of gets replaced here with the rocket launcher and then two full-sized guns sprout out the sides. Maybe instead keep the gun in the middle and have rockets on the sides? Coming out the top and/or bottom could work too.
- If you wanted somehow to make the main sentry gun look beefier (I think it's fine the way it is, kind of like how the guns stay the same between lvl 2 and 3 on the original) then another way to do it is to simply have it protrude more, perhaps revealing more mechanism behind it? It could telescope out somewhat during the upgrade animation
Anyway, these are all just possibilities. I liked the theme that you were going with and I think it could be one of the best sentry gun entries thusfar, which from the look of it is going to be utterly the hardest class to make stuff for (and probably why they've spent so long at putting out the update for this class. Best of luck!
Last edited by Karkasmolenklok; 06-03-2010 at 11:22 AM..
Reason: GODDAMN IT I made the image and everything and forgot to include it
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, polycounter,
805 Posts,
Join Date May 2010,
Location California
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Quote:
Originally Posted by JimeeB
My two cents is keep the legs the same through out the first two sentries, don't make it get any taller, or if it DOES get taller don't extend the legs more than what would be feasible. Remember, metal can't grow. So what you start with for the legs at the first one should stay the same. Changing the dimensions of your objects breaks the metarules for TF2 which states for the sentry and dispenser that no matter how big it gets, it came from somewhere.
I'd take the damage out, unless you ad it in the first one as well. To make the shield feel as thought it CAN grow, maybe add another section of shielding right behind the first one on the level one sentry.
EDIT:
Also, the plain square blocks you have behind your guns on level three RUIN the overall organic shape you have going on there.
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Thanks Jimee, your two cents are good ideas! I understand the metal grow stuff and i will fix the legs. My idea was two square "O" tubes, one inside the other which can glide between them allowing the "grow" effect without change the dimensions of parts. I disagree with the things on tf2 always come from somewhere, the machine guns in the original lvl2 sentry arent present in the level 1, that machine guns just pop out, like my one
Ah, i will fix the square ammoboxes and put hinges (maybe in a texture) in the movable parts of the shield too, thanks!
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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Quote:
Originally Posted by nex
did you made guard dog? (:
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ahah yes. 
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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That... is actually an interesting find and conundrum. I think the bottom maintaining the same size would be a good idea specifically for the 'floor zoning' issue brought up previously... however the boxing of the model itself having bearing on placement and all is also quite a possibility with this new evidence.
It might be a good idea to jump into TF2 (or import the models) and toy around with Sentry placement and area in order to find out which applies, a boxed in area or floor space.
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, spline,
240 Posts,
Join Date Jun 2010,
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Quote:
Originally Posted by pyanodon
ahah yes. 
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I did not realize that was you. You're already quite experienced at designing, modeling, and animating excellent engineer buildings (the simple laser turret being my personal favorite)
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, polycounter,
805 Posts,
Join Date May 2010,
Location California
|
Quote:
Originally Posted by Karkasmolenklok
;
- have the cracks here manifest themselves in the first part of it, so that they don't appear inexplicably.
- instead of having a whole mess of spikes show up on lvl 3, tone it down to just a few spikes and have them come out on lvl 2 or 1. Maybe in the middle where it gets bigger anyway?
- Instead of having it descend dramatically down and outward, try and keep the size relatively similar between lvl 2 and 3, kind of like with the original sentry (the original one is only taller because of the rocket launcher)
- The gun, which was central, kind of gets replaced here with the rocket launcher and then two full-sized guns sprout out the sides. Maybe instead keep the gun in the middle and have rockets on the sides? Coming out the top and/or bottom could work too.
- If you wanted somehow to make the main sentry gun look beefier (I think it's fine the way it is, kind of like how the guns stay the same between lvl 2 and 3 on the original) then another way to do it is to simply have it protrude more, perhaps revealing more mechanism behind it? It could telescope out somewhat during the upgrade animation
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Thank you bud, i like your suggestions and will modify some things. The spikes idea is great as the cracks.
Quote:
Originally Posted by Karkasmolenklok
I did not realize that was you. You're already quite experienced at designing, modeling, and animating excellent engineer buildings (the simple laser turret being my personal favorite)
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Glad you like my work! I like that turret, it's a shame tf2 dont have lasers XD XD
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
|
Quote:
Originally Posted by pyanodon
Glad you like my work! I like that turret, it's a shame tf2 dont have lasers XD XD
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'cept of course in gravel pit.
But yes, dear valve more lasers please kthx
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, polycounter,
805 Posts,
Join Date May 2010,
Location California
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the engie unused laser kill icon anyone?
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, polygon,
526 Posts,
Join Date May 2010,
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Ok... i made some changes based on tips people gave to me here and particulary, i like the result a lot. The sentry became more elegant, flourish and agressive in the same time. Thank you people!
I keep the same size, removed the cracks (i will damage the metal in the textures), came back with the one machine gun and put the rockets belllow. Also, i used the shield in this level as a armor to the sentry, protecting all the parts (well, in front, his back is the weak point).
I put the legs in the same width of the level 2, put a bit more machinery in the middle and rocket area and reduces the spikes. In this image i put the old level 2 to compare the sizes, i will put smaller spikes in the level 2 soon when i start the mapping job (oh god...). Well..i have a lot of work here, i will go on in this contest on monday.

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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
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My god you are talented. I hope if you have time you do a couple more things...although this will probably take all of your time and then some.
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, dedicated polycounter,
1,489 Posts,
Join Date May 2010,
Location Boston
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i really like the second iteration a lot better. But it seems like you're making it overdetailed. That might be a pain when you go in to do the animations.
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, line,
99 Posts,
Join Date May 2010,
Location California
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Quote:
Originally Posted by chickenman
i really like the second iteration a lot better. But it seems like you're making it overdetailed. That might be a pain when you go in to do the animations.
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This man makes a point.
Try making a less detailed version and see how that works.
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, spline,
179 Posts,
Join Date May 2010,
|
I will do a less detailed to see. Also, thank you people for the feedback!
So...that's my problem:
I have no idea how the animation-comunication will work..i see the original TF2 sentries starts with a number of polygons, when they're updated, this number increase, some parts dissapear and stuff. I made my sentries based in what i see in the game, but...HOW? How tell to engine that specific part will be deleted, that another will be created...etc? I know how to make my sentries working, rotating, growing, unpacking...but i dont have any ideia how to make these parts which wil be deleted or/and created in the building process working in a...file?
That animation part (the interaction with the engine, deleting, creating parts) will be my main problem in this contest...i dont know how export it, or how to make it works in the game (i was thinking Valve team would figure it out since im not creating new animations, my sentries would work like the original ones but...)
This contest as said in the rules, is a contest which will bring new itens to the game, that itens will replace the old ones like almost the same funcionality, not a entire new item, the functionality need to be the same, and thats why i used the same sizes, attacks etc of the original sentries. I was thinking there's no need for custom animations since sentries only rotates, building, targeting and reloading, also, being destroyed.
In resume: What animations i need to do (if it's true) and how to send it to Valve?
Well, i need help  Anyone? Or at least, some clarification.
Last edited by pyanodon; 06-03-2010 at 07:07 PM..
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, spline,
183 Posts,
Join Date Jun 2010,
Location Brazil
|
You can always email robin or somebody at valve if you have any questions like that need answering.
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, spline,
179 Posts,
Join Date May 2010,
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Oh that reminds me, you may need custom metal gibs. Bits of the sentry to pick up for ammo/metal after it explodes, since the gibs of teleporters/sentrys/dispensers all look like parts of those machines.
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, dedicated polycounter,
1,489 Posts,
Join Date May 2010,
Location Boston
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