3rd Party Models/Media Chat / Giant monster

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Gtox
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Posted: 7th Aug 2015 13:29
I'm busy working on a giant monster (loosely based on the Cloverfield monster). A little way to go before it's complete - adding some more detail to the texture, finishing off the animations and then the challenge of scripting its behaviour.
Here's a WIP video.
Slaur3n
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Posted: 7th Aug 2015 13:38
wow
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Pirate Myke
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Posted: 7th Aug 2015 13:39
Very nice.
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Tarkus1971
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Posted: 7th Aug 2015 14:02
that is one incredible creation, nice
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KeithC
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Posted: 7th Aug 2015 14:44
Really cool!
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grobyken
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Posted: 7th Aug 2015 17:57
Speechless
granada
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Posted: 7th Aug 2015 18:02
Realy nice,i think the walking animation is smooth.Looks good,nice to see something diferent in game guru .

Dave
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Gtox
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Location: South Africa
Posted: 7th Aug 2015 19:31
Thanks - I've enjoyed doing this model so far. If there aren't any unforeseen hiccups it should be done in about a week.
SoUlFaThEr
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Posted: 7th Aug 2015 22:03 Edited at: 11th Aug 2015 00:24
Holy [MOD EDIT] : Please do not use profanity" man,,,,,,,,thats just awesome! Sitting here imagining the final battle against it
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Teabone
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Posted: 8th Aug 2015 04:19
Man that is so cool
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science boy
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Posted: 8th Aug 2015 10:19
fantastic work, the buildings dlc finally have a purpose than zombies
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synchromesh
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Posted: 8th Aug 2015 21:36
Incredible work !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Devcore35
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Posted: 11th Aug 2015 21:36
Very good work
Its reminds me of the creature from the movie "The Myst" ^^


Also if you have not seen it go for the see
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Gtox
3D Media Maker
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Posted: 11th Aug 2015 21:38
Thanks Devcore35, haven't seen 'The Mist' yet.
nuncio
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Posted: 12th Aug 2015 00:29
it also reminds me of the cloverfield monster. really looking great! impressive!
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Gtox
3D Media Maker
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Posted: 12th Aug 2015 15:45
The monster is available in the store now. I should mention one or two things about its behaviour - it doesn't follow waypoints, but it it will remain roughly within a certain distance of its starting point. The distance is set in lines 92-95 of the script, so change the default figure of 4000 to whatever you want (change both instances of 4000). I would also recommend keeping its territory relatively flat - it can go over hills, but because it's so big, some of its feet will hang in the air on uneven terrain.
The health is set to 5000 - if you change the health (in the fpe or the properties panel in the editor), make sure to change the health[e] amount in line 56 of the script - it's scripted to attack the player if its health drops below the default amount.
The sounds are not included, but easy enough to add. Any 'thud' sound for the footsteps should synchronise automatically, the roar sound (the sound I use is a lion roar from freesfx.co.uk) should be about 2,5 seconds long to match the animation.

Gtox
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Posted: 16th Aug 2015 14:51
smallg managed to get the waypoint code to work, so I've attached the script to this post. If you want to replace the existing script, rename this one to monster.lua and add to the scriptbank. If you want to keep the original script, remember to change the script target in the fpe or properties panel if you use the new one.

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