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#126 11/11/10 15:00

Mukade
Member

Re: Konoko CG

Can't wait to see what you'll transform next smile


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#127 12/11/10 12:03

Sharoduinn
Member

Re: Konoko CG

Updated my previous post: double-checked the Konokos and filled in the missing levels where they appear wink

Last edited by Sharoduinn (12/11/10 12:03)


"Sorry about the mess"

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#128 1/4/13 4:36

6opoDuJIo
Member

Re: Konoko CG

Whew, nice stuff
Where i can download that?

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#129 1/4/13 6:51

Iritscen
Moderator

Re: Konoko CG

Indeed, this is one of my favorite mods.  Leucha released the model here: http://oni.bungie.org/community/forum/v … hp?id=1727


byproducts are fine, but where's the beef?

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#130 1/4/13 7:03

6opoDuJIo
Member

Re: Konoko CG

Great as throwing watermelons from rooftop, ty
is that a real skinned rig or still bodyparts?
p.s. any similar mods for levels? Not only training + warehouse

Last edited by 6opoDuJIo (1/4/13 7:06)

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#131 1/4/13 9:23

Iritscen
Moderator

Re: Konoko CG

6opoDuJIo wrote:

is that a real skinned rig or still bodyparts?

Well, if you look back at Leucha/Triak's screenshots, it looks like he started off with a skinned rig, perhaps not knowing how the game required 19 parts, and then he split it into parts later.

p.s. any similar mods for levels? Not only training + warehouse

Hmm, similar in terms of retexturing, or new characters?  There's not really any other HD character mods (unless you count my modest Griffin project), but there are a couple level retexture mods here (hiding amidst all the character retextures).


byproducts are fine, but where's the beef?

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#132 1/4/13 10:33

6opoDuJIo
Member

Re: Konoko CG

Iritscen wrote:
6opoDuJIo wrote:

is that a real skinned rig or still bodyparts?

Hmm, similar in terms of retexturing, or new characters?  There's not really any other HD character mods (unless you count my modest Griffin project), but there are a couple level retexture mods here (hiding amidst all the character retextures).

I mean, is there was any attempts to design levels from scratch?
With new textures and other stuff
p.s. I bet,  Leucha was planning to bake normal and heightmaps.

Last edited by 6opoDuJIo (1/4/13 10:40)

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#133 1/4/13 11:36

Iritscen
Moderator

Re: Konoko CG

Sure, many of these mods are new levels.  Old China is probably the most complex one made so far.


byproducts are fine, but where's the beef?

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#134 1/4/13 11:45

6opoDuJIo
Member

Re: Konoko CG

Iritscen wrote:

Sure, many of these mods are new levels.  Old China is probably the most complex one made so far.

Derrrrp, i meant re-modeling of vanilla levels.  smile

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#135 1/4/13 11:55

Iritscen
Moderator

Re: Konoko CG

Ah, okay.  No, I don't believe I've seen anyone attempt that.  Just a couple re-texturings of levels, but no changes to the geometry.  I think we're not quite yet at the point where we can take an existing level with all of its complexities and pass it through the export-import process.  Perhaps soon, though!


byproducts are fine, but where's the beef?

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