My final exam is tomorrow (wednesday) and I'm left with 4 months of summer, before I start back in Uni. This contest came at just the right time, if not a little early, as I've been drawing designs and lurking for a few days now.
Finally decided to make a thread and open the floor to ideas/suggestions
Meet the Pyro with Aeroplane Bits.
Without further ado:
Pilot Light:
Fan the flames, with this compact jet engine!
Having a big fan on there implies some sort of improvement to the airblast. I was envisioning a longer lasting airblast which took longer to 'spool' up, but could last as long as you had enough ammo. Better for lots of attackers firing at different times, bad for quick reactions.
AX-ident:
Name is meh. The pyro took a blowtorch to the front fan of a jet engine.
Strapped on an axe handle, as the blades aren't thick enough to grip properly.
Bird Struck:
Replies
Reminds me of this:
You could have the propeller have an ax coming out of the center and jiggle bone a loose propeller blade.
I was a little worried for a moment, because my alias is, 'PogoP' and most people shorten it to 'Pogo'
Heh, I almost never get to be pogo, since it's a fairly popular name. I usually go by themunty or pogothemunty, but this seemed too good to miss.
Regarding the propeller idea, I considered it, but couldn't envision it. I'm gonna leave it until last and keep concepting. Not quite sure how to hold the propeller. or just use the blade and tip and attach to the handle.
I'm still plotting the axe, but thanks for suggestion :P
AAAND
looks like a near perfect handle for the pilot light.
and on it's own:
There are still a few bad verts in the feathers, which I'm working on. Going to chop out the parts which are inside the pyro too.
comes in at ~230 tri's currently, so plenty left.
Plan is to texture in the cracks in the eyes, which are raised marginally above the original ones. I may or may not use a normal map to make it more crack like.
Would it be worth jiggle bones on the feathers, or would the jiggle be too small to notice?
also very very small jiggle on the feathers..
it's something may not notice at first. but those who do. will like it even more.
Misc or hat, doesn't really change much from the design side. It's attached to the bip_head, so will work for either.
Deciding what type of feather to go for, I have a few choices.
Turkey feathers have a double pun in that turkey are mostly flightless birds, implying a birdstrike on the ground.
Or, common birds hit by birdstrike (Bird Aircraft Strike Hazard, or BASH) are geese, gulls or raptors, or waterfowl(ducks etc)
due to the fact it doesn't really make a "hat" and both this item and a hat together would look better than having to suffice it for just this on it's own
That's fair, When I get around to compiling I'll try it with other hats. Since theres nothing on his head, it shouldn't cause any problems at all.
red feathers for red and blue feathers for blu?
problem solved
Ya it kind of crosses the line but meh...
I'll try get this finished and in game tomorrow. ciao!
edit: nope
Pretty much finished with the diffuse, red version also exists (just used the hue blending option).
I'm in the process of making a bump map for the cracked glass, might also apply it softly on the feathers, specular map pretty much done (not shown)
I'll try get it in game this evening, and finish the bump/spec.
Hadn't thought about uber at all! I suspect they're going to end up coloured, as you say.
I think since all hats share the same invuln texture it's going to cause a problem.
What if I used an alpha map on the eyes, so that only the cracks appeared.
Then when the ubercharge happens, the normal texture will change underneath and hopefully look alright.
Pyro in model viewer. softimage is crashing every time I try and open a model via my project, so I'm having to do some silly workarounds.
Also, the normal map and phong make everything go orangey yellow, not sure what's up with that.
As far as the prerequisites of the contest are concerned, I have all the stuff I need (bar the transparency, which I'll sort at a later date.
Compiling was (surprisingly) painless, though it doesn't appear in hlmv on it's own for some reason.
Anyway, I think i'm going to make a start on modelling the pilot light soonish.
Did some blocking out of the Pilot Light, getting everything in the right places, ie consistent with the current flamer.
From first person I've realised that it's not going to look very different currently, since most of the changes are happening behind the view ><, so how do you guys feel about adding a few extra bits of aviation?
Front Nozzle:
Pressure gauge / airspeed indicator / altimeter - for some visual interest along the pipe?
As always ideas are more than welcome
funnel on the rear of the jet engine, resembles the usual diffuser/nozzle, so the overall shape is preserved, leads to a pipe similar to the original.
Moving onto the handle next, I think
but only because your flamethrower is better than mine
that's pretty petty of you.
I was complimenting his idea, implying that it was better than my work, not dissing it.
Don't judge people too quickly or you'll end up looking silly :poly121:
make it a tad more obvious that it's a joke then?
i cant go second guessing each time you joke about stuff being better than yours.
Good grief.
jiggle boned, of course?
I was thinking of sticking an airspeed indicator, or altimeter so that it's in view when equipped, as a homebrew pressure gauge. I'll see how it goes without the headset and add it once its looking better.
handle is going to look a bit like
One issue I'm trying to fix is the trigger. the centre of rotation of the current trigger is too far forward, so I'm going to have to be a little inventive to make the animations work better.
cuz that could allow the pyro to make its own double jump, giving it some new ambush points!
also could make for some funny suicides.
Aviation Pyro idea is great!
but i have one idea (two)
* make the bird stuck a misc
*make aviation helmet w/ goggles
^ This:
While I can use the gameplay elements to inspire, it's more than likely not going to be implimented.
Valve already tried out the pyro double jump in testing for the original airblast, and decided not to go through with it.