NeMeSiS 11 Posted September 27, 2004 say...  what about a "crawl over ceiling animation? where they can drop and fall ( physics) to the ground, then they attack...would be nice for on buildings (suddenly from the mist that thing crawls down a 8 flr building) and jumps down the last few metres...  aah...  only question is...  how would it look from diffrent heights? impossible to make it look good  EDIT: it was a nice video btw! eer, i hope u use the createunit command for the large number of zombies.... Share this post Link to post Share on other sites
SengirVampireWW2EC 0 Posted September 27, 2004 the movie is supercool ! Share this post Link to post Share on other sites
Zombie_Mod 0 Posted September 27, 2004 ]movie hehe I love this movie, man! Perfect promotional material for the existing zombie mod. Would you believe the author is very young too? I won't say how young though Great work... someone sign this guy up for more promo stuff!! (No, he isn't a relative lol) I'm not the only one who thinks the movie was cool... http://www.homepageofthedead.com/cgi....m=43978 Anyway, am looking forward to seeing Mig's zombie stuff come out, and the day of the dead campaign (release it Tony, damn you lol!) - oh, and Berghoff's Doomsday. My observation of the day: This time next year we'll all have 4Ghz PCs, and will be able to run 1000 zombies at once - something to look forward to!!! Share this post Link to post Share on other sites
gandalf the white 0 Posted September 27, 2004 This time next year we'll all have 4Ghz PCs, and will be able to run 1000 zombies at once - something to look forward to!!! this addweapon "laserguidedbomblauncher" time btw my guess is he's 9 Share this post Link to post Share on other sites
general 0 Posted September 28, 2004 na I'm a bit older Share this post Link to post Share on other sites
Munk 0 Posted September 28, 2004 2 grand on 13! *cough*profile*cough* Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 28, 2004 What do I win? its evil! anyways, im really looking forward to ur campaign Share this post Link to post Share on other sites
MiG2003 0 Posted September 28, 2004 Hey Gen, i just saw the video you have made and i must say that you are quite talented and you must keep working on that. There is only one small error: That zombie pack was made only for Scott, i have no credits to colect on it  Do you want to make another one for Farmland Horror pack when it gets ready? Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted September 29, 2004 Great work guys , I can't wait for all this to finally be released. If you guys need some music I would recomend a few songs by the artist NOCT His song Cirque_des_Vampires is a spooky one. You'll find alot of spooky Ambient music crops up right about this time of year Share this post Link to post Share on other sites
general 0 Posted September 29, 2004 There is only one small error: That zombie pack was made only for Scott, i have no credits to colect on it  you know Scott told me to put YOU in the credits. so it's not my fault. *edit yeah I could make an another movie Share this post Link to post Share on other sites
Zombie_Mod 0 Posted September 29, 2004 There is only one small error: That zombie pack was made only for Scott, i have no credits to colect on it  you know Scott told me to put YOU in the credits. so it's not my fault. *edit yeah I could make an another movie Yeah Mig, I told General to put you in the credits, as you are working on zombies and stuff too. Only fair, the zombie mod is a team effort now. Anyway - can we keep this on topic ZOMBIE MOD NEWS In the past week I created 3 zombies. One looks suspiciously like a dead Guba, and there's a dead coloured guy. They currently use BIS textures for clothing but thats no problem. I will probably change that. I might take an arm off one of the models, get a bit more variety in. I am considering using a custom run animation to make zombies that run *slightly* faster than normal humans, so they are hard to escape. I am really pissed off that humans can run from one end of the island to the other without tiring, so I compensated this way. This'll all be after Mig's bat is done. Talking of Mig: Mig has found out how to make the AI aim for head shots and gave me a .P3D model showing how. This has DRAMATIC implications for the zombie mod - the difficulty level would be "realistic" let's say. No more mad rampages with M60s into crowds of undead! Share this post Link to post Share on other sites
Munk 0 Posted September 29, 2004 Quote[/b] ]I might take an arm off one of the models, get a bit more variety in. That would make for a realistic Shaun Of The Dead Campaign... "He's got an arm off!" - add it to the sound pack Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 29, 2004 I might take an arm off one of the models, get a bit more variety in. well damnit.... now you expect us to shoot unarmed dead people? it was bad enough when they were armed but shooting unarmed zombie civilians is jsut unethical and immoral and who said anything bout m60 rampages? a 12ga shotgun does quite nicely if i do say so myself, and i jsut did Share this post Link to post Share on other sites
Tozmeister 0 Posted September 29, 2004 An undead Guba! omg:- "Resistance II, The Return of Guba" 'a mad scientist has been working on a secret reanimation project for the highest bidder. The 'Potion' is air dispersed over Nogova as a field trial.' and ACTION!!!...... Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 29, 2004 well, im really looking forward to ur campaign! Share this post Link to post Share on other sites
general 0 Posted September 30, 2004 1 problem with the zombies. somehow they are always facing north. I tried with setdir 90 but they're still facing north. Share this post Link to post Share on other sites
NeMeSiS 11 Posted September 30, 2004 1 problem with the zombies. somehow they are always facing north. I tried with setdir 90 but they're still facing north. u mean when the mission starts or when playing? (lol, aaaarh, the return of the backwards walking zombies! ) Share this post Link to post Share on other sites
MiG2003 0 Posted September 30, 2004 1 problem with the zombies. somehow they are always facing north. I tried with setdir 90 but they're still facing north. Never noticed that, i'll check... Share this post Link to post Share on other sites
mrbean1112 0 Posted September 30, 2004 see i still think that making them only get up like a maximum of 2 or 3 times would be pretty cool (unless shot in the head) Share this post Link to post Share on other sites
Zombie_Mod 0 Posted September 30, 2004 You can't please everyone As for the always looking North, does that still happen even when the zombie's target is South, West or East of the unit? If your target is to the North, they would look that way, as they use the DoWatch statement to, well, watch their target (no matter how far away he is) - having the zombies stare at you is creepy! ZOMBIE MOD PROGRESS: People email me all the time asking "when is the next zombie mod going to be released" - it's nice having fans and all that lol, but I guess people don't realise how much work has to be put into the mod. I am currently in the process of replacing most civilian zombie types with a custom model. I believe this will improve graphic quality and performance. Please bear with me as this work is tedious, and quite frankly, shit!!! Â And don't email me unless you can help in some way FYI, the work required to develop a single zombie is as follows: 1. Look up Ogrish 2. Identify & extract suitable textures (from pics of some poor unfortunate bastard, usually) 3. Use Photoshop elements to edit textures (very time consuming) and transfer them to 32-bit TARGA file. Make sure the TARGA file is suitable dimensions otherwise O2 can't load the feckin thing. 4. Load up o2 5. Make your model 6. Dick around with LODs (3 to 4) to minimise OFP "draw time" 7. Apply mass to model so it doesn't spin when shot 8. Make config.cpp for model. 9. Use MakePbo to compile a Pbo 10. Copy Pbo to Res/Addons 11. Start up Flashpoint 12. Go to mission editor. 13. Place zombie on map. Oh, what's that? I get a "magic" error. Great exception statement that, BIS!!! That means I have to look through P3D files for errors and missing textures. Go back to Step 5. 14. If zombie can be placed, make demo mission using model (usually west soldier and EAST zombie standing next to each other). Save mission. 15. Run about like a dick in the mission, looking at the zombie from all angles and distances, to ensure the LODs are all working properly (if they're not, you will see "white", indicating missing textures) 16. If zombie works OK, then add scripts. 17. Check all workfiles into Sourcesafe. 18. Alter main zombie mod config.cpp to incorporate new zombie. 19. Make pbo 20. Release to public. 21. Have public ignore readme.txt and ask the same question 100 times without RTFM You see why it takes so long to release the mod? PS: Mig: still working on that bat. Am absolutely fed up with bats, if I see one outside I'll take to it with a crowbar! (joke) Got any new bat sounds? I need a bat attack sound that strikes fear into the player. Share this post Link to post Share on other sites