Author Topic: oLo! DK mode Tribes  (Read 7444 times)

0 Members and 1 Guest are viewing this topic.

danman1122

  • Goblin Pup
  • *
  • Posts: 5
  • Reputation: +0/-0
oLo! DK mode Tribes
« on: July 20, 2006 04:30 am CDT »
I was bored and I made this in 3ds MAX 2.5 a few mins ago.

http://http://i5.tinypic.com/20ic741.jpg
http://http://i5.tinypic.com/20ic77a.jpg
http://http://i5.tinypic.com/20ic7dh.jpg
http://http://i5.tinypic.com/20ic7jt.jpg

Also notice the creation of Tribes' smallest plasma gun evar.  :lol:
« Last Edit: December 31, 1969 06:00 pm CST by danman1122 »

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
(No subject)
« Reply #1 on: July 20, 2006 04:35 am CDT »
lol. maybe turn it into a mod? add funky weapons and stuff...(a shockwave gun that actually pushes people to their death?)
maybe a giant bouncy ball of death...
or a gun that skyrockets people high in the air and then....lets them fall =D
« Last Edit: December 31, 1969 06:00 pm CST by KoRo »

danman1122

  • Goblin Pup
  • *
  • Posts: 5
  • Reputation: +0/-0
(No subject)
« Reply #2 on: July 20, 2006 04:49 am CDT »
Eh. I was just bored, so I felt like mutating all the objects in Tribes and see how the gameplay was like.  :o
« Last Edit: December 31, 1969 06:00 pm CST by danman1122 »

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
(No subject)
« Reply #3 on: July 20, 2006 01:46 pm CDT »
how was it affected? And wait...how were you able to mutate those objects and then repackage the file w/ all of the models? I tried for hours to get it working, and I never could. I use Max 7
« Last Edit: December 31, 1969 06:00 pm CST by KoRo »

danman1122

  • Goblin Pup
  • *
  • Posts: 5
  • Reputation: +0/-0
(No subject)
« Reply #4 on: July 20, 2006 02:04 pm CDT »
Tribes is an old game, keep that in mind. You're gonna need 3D studio max r2.5, the version Dynamix used to compile their Tribes models, along with the STARSIEGE .dts exporters. The .dts plug-ins offered today are only compatible with Tribes 2/Torque.
« Last Edit: December 31, 1969 06:00 pm CST by danman1122 »

KoRo

  • Fat, Emo Robot
  • Centurian Lord
  • ********
  • Posts: 3,437
  • Reputation: +14/-6
(No subject)
« Reply #5 on: July 20, 2006 02:10 pm CDT »
Forget I even asked. :shock:
« Last Edit: December 31, 1969 06:00 pm CST by KoRo »

Bovidi

  • Undead Hero
  • ****
  • Posts: 216
  • Reputation: +1/-0
    • http://www.geocities.com/mygamepage101/orc
(No subject)
« Reply #6 on: July 20, 2006 03:57 pm CDT »
Oh I have the plugins but I can't seem to find the 2.5 version of 3d max anywhere, where did you get yours?
« Last Edit: December 31, 1969 06:00 pm CST by Bovidi »

Sako

  • Elvin Legion
  • *****
  • Posts: 556
  • Reputation: +1/-0
(No subject)
« Reply #7 on: July 20, 2006 05:42 pm CDT »
what a waste of time lol
« Last Edit: December 31, 1969 06:00 pm CST by Sako »




GE

  • Minotaur Rager
  • ******
  • Posts: 830
  • Reputation: +0/-0
(No subject)
« Reply #8 on: July 20, 2006 10:38 pm CDT »
Special Olympics Mod?
« Last Edit: December 31, 1969 06:00 pm CST by GE »
"Satisfaction Is The Death Of Desire"

   "The End Of The Road Is My End. It Justifies My Means." -Slipknot

danman1122

  • Goblin Pup
  • *
  • Posts: 5
  • Reputation: +0/-0
(No subject)
« Reply #9 on: July 25, 2006 05:21 am CDT »
Here is a weapon model I made for Tribes. It has been implemented in the client-side version of "Apocalypse Now", a realistic squad-based modification by [RR]Mister Pibb. This mod was probably the most realistic military sim for Tribes and also included an "aiming with iron-sights" system. Very unique.

XM16E1 when not in use:
http://http://img225.imageshack.us/img225/5771/xm16e1downwu8.jpg

XM16E1 while in view mode:
http://http://img142.imageshack.us/img142/292/xm16e1povqv4.jpg

Aiming the XM16E1:
http://http://img135.imageshack.us/img135/9251/xm16e1ironsightsxq8.jpg

The XM16E1 itself:
http://http://img135.imageshack.us/img135/8611/xm16e1receiverts4.jpg
« Last Edit: December 31, 1969 06:00 pm CST by danman1122 »

Bovidi

  • Undead Hero
  • ****
  • Posts: 216
  • Reputation: +1/-0
    • http://www.geocities.com/mygamepage101/orc
(No subject)
« Reply #10 on: July 25, 2006 02:45 pm CDT »
You should try making stuff for the RPG mod :D
« Last Edit: December 31, 1969 06:00 pm CST by Bovidi »

danman1122

  • Goblin Pup
  • *
  • Posts: 5
  • Reputation: +0/-0
(No subject)
« Reply #11 on: July 30, 2006 04:47 pm CDT »
I'm thinking about making an optional TRPG client pack with greatly improved models with solid textures and sounds, but I do not know how to animate weapons yet.
« Last Edit: December 31, 1969 06:00 pm CST by danman1122 »

Particle

  • Chief Codemonger
  • Administrator
  • Centurian Lord
  • ********
  • Posts: 5,904
  • Reputation: +20/-4
    • Particle's Custom RPG
(No subject)
« Reply #12 on: August 2, 2006 09:05 pm CDT »
If you do, I'll provide the hosting for you with a link in my downloads so you can get some exposure.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

If your character is from after the 2004 clear but appears to have been deleted or reset, chances are it was caught in one of the inactive account purges over the years.  Backups were made before such events, so try the support form.

DeadBreed

  • Elvin Legion
  • *****
  • Posts: 480
  • Reputation: +0/-0
(No subject)
« Reply #13 on: September 2, 2006 10:16 pm CDT »
i wonder how many people know who danman really is...
« Last Edit: December 31, 1969 06:00 pm CST by DeadBreed »
Agent556, out.