New D2X-XL robots - post your concepts!

Projects around retexturing and remodeling Descent

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MetalBeast
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New D2X-XL robots - post your concepts!

Postby MetalBeast » Fri Oct 17, 2008 7:26 pm

Hi,

since D2X-XL supports ASE robots, I want to try creating a new robots collection.
What I need, is a help from the community,
post your ideas in any form, hand-drawings, Paint-Pictures,
everything what you have and I could use ;)

And here my first Robot-concept (untextured draft):

[Klick on pic for bigger version]
Image

Unfortunately my HP notebook is in repair now (once again, do not buy this crap!),
so I can work with GMAX only at the moment and can not provide any rendered pictures or textures.
Last edited by MetalBeast on Sun Oct 19, 2008 1:31 am, edited 1 time in total.
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karx11erx
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Postby karx11erx » Fri Oct 17, 2008 10:01 pm

My first thought was to post "buy a desktop" ... but we had that discussion already ... :lolol:

Why not rebuild the standard robots, just make them nicer (rounded edges, more details, properly connected limbs, probably with cylindrical joints or so ...)?
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Postby Yokelassence » Fri Oct 17, 2008 10:29 pm

I think the idea is to make it clear this is not Interplay's intellectual property but if theres no problem with that then remaking the original robots will be better

Otherwise if we make a new set of robots, First why dont we think about the kind of roles that a robot needs to fill?

    Theifs
  • Theif
  • E-Theif
    Claw bots
  • Standard Melee
  • Tough Melee (slower but strong)
  • Fast Melee (small and hard to hit)
    Basic robots (for early game)
  • weak grunt (lasers, light vulcan or fireballs)
  • tough grunt (plasma or helix)
    Advanced robots
  • Small/fast attacker (any 2 weapons, bullets, plasma, missiles etc)
  • Standard attacker (any 2 weapons, bullets, plasma, missiles etc)
  • Tough/slow attacker (any 2 weapons, fusion, plasma, heavy weapons etc)
    Rocket robots (tough support robots)
  • Basic Missile launcher (concussion, flash)
  • Advanced missile launcher (homing, smart)
    Spawning robots (release other robots)
  • Small spawner (drops tiny robots)
  • Large spawner (large powerful bot that drops normal robots)
    Kamikazi robots
  • small kamikazi (little damage but hard to hit)
  • large kamikazi (destroy from a safe distance)
  • Theif kamikazi (Uses theif AI to sneak up on you and blow you up from behind)


Etc, Etc,

We can think of quite a few of these roles and then it becomes easier to design a full range of robots that fill them
Last edited by Yokelassence on Sun Oct 19, 2008 12:13 am, edited 1 time in total.
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Postby MetalBeast » Fri Oct 17, 2008 10:31 pm

@Karx: what would be the polycount limit for the robots ?
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Postby karx11erx » Fri Oct 17, 2008 11:02 pm

Well, I think something between 1000 and 2500 would be reasonable, wouldn't it? Maybe 5000 for bosses? That should work well at least all newer gfx cards (lets say Radeon 1X00 and Geforce 7 line and up).
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Postby MetalBeast » Fri Oct 17, 2008 11:24 pm

OK thx.
This one above has about 500 polys,
So I think 1000-1500 should be enough for making well looking robots.

EDIT:

another one draft model:
636 polys

[Klick on pic for bigger version]
Image
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Postby MetalBeast » Sat Oct 18, 2008 11:25 pm

Another one,
draft concept,
688 polys:

[Klick on pic for bigger version]
Image
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Postby karx11erx » Sat Oct 18, 2008 11:33 pm

Cool. The modeled weapons should fit the actual guns of the robot to be replaced though (so no rockets for bots only firing lasers).
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Postby Yokelassence » Sat Oct 18, 2008 11:53 pm

Remember that people will want to play with the robots weapons in DLE-XP and rearrange things. It might pay to leave some guns looking armament-neutral. In other words: does not visually look like it can only fire one thing

Plus that would give you more flexibility when deciding on what combat role a robot should follow.

Anyway, those models are looking good.
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Postby MetalBeast » Sun Oct 19, 2008 12:01 am

Please keep in mind, these are just very early drafts, nothing more.

In descent 1&2 the most bots had specific weapons.
But if you mean, they should be neutral,
so we can create the bots with neutral "weapon bays".

And than, depend on map settings, the proper weapon would be attached.

I mean, we can create a set of Bot-weapons, which can be attached to each bots weapon-bay.

Except Big-Bosses, they should have each a very special weaponary, just an idea ;)
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Postby Yokelassence » Sun Oct 19, 2008 12:18 am

You mean like what you did for the Pyro? Interchangeable weapons on the actual model?

Thats actualy better than what I was thinking, perhaps a bit harder but better non-the-less

By 'neutral' I meant 'cannot really tell if it is supposed to fire lasers OR missiles OR bullets'; thats how it is for most descent robots actualy.

But your weapon bay idea sounds very good
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Postby MetalBeast » Sun Oct 19, 2008 1:27 am

Call this one "hell quard",
very fast and very accurate,
in shortrange it's your nightmare ;)

816 polygons

[Klick on pic for bigger version]
Image
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Postby Alter-Fox » Sun Oct 19, 2008 5:31 pm

Wow! Nice!
We live in a universe... It's distracting
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Postby Wheeze87 » Sun Oct 19, 2008 5:56 pm

@MB hell quard looks fantastic! A simply evil looking robot!
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Ideen ?

Postby Frustikus » Sun Oct 19, 2008 5:59 pm

Hallo MB,
Ideen habe ich auch, aber nur auf Deutsch ;-) :

Sie sollten bewegliche Teile haben. Sie könnten bspw. ihren Kopf um ihre Achse drehen (als Art optisch-sensorische Überwachung), blinkende Positionslichter haben und son Kram. Cool fände ich es, wenn man sie in Stücke schießen könnte, bspw. erst den Bot entwaffnen, bevor er explodiert. Das lohnt sich natürlich nur für größere Gegner, könnte aber für eine Singleplayer-Kampagne eine neues Missiondesign sein: Entwaffne alle Bots in der Mine, aber lass sie ganz.

Sorry, erwartet bei meinen Englischkenntnissen keinen Post diesen Inhalts auf Englisch ;-).
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