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Build all infrastructure button
3 minuuttia sitten
user10b3c8e4d
9
Why does this feel like an free to play early access game?
3 minuuttia sitten
Frid
69
4
Update 1.057: Italiano, Deutsch, Čeština is live!
3 minuuttia sitten
lonittorka
41
12
Reap what you sow.
3 minuuttia sitten
Sylph
18
Update 2.0: Vehicle Rebalance and Matchmaker Overhaul
3 minuuttia sitten
Mr_Tea_Rexx
21
Dwarfs are really that unbalanced?
3 minuuttia sitten
Triple G
200
14
Racism and bigotry in TF2: it's here and why it needs to stop
3 minuuttia sitten
Arzo
10
No Man's Sky just dropped free 20gb update about building your own ship.
3 minuuttia sitten
Low Standards The Banished
0
From the Originator
3 minuuttia sitten
J-Dude
Well what a surprise this is!

Hello, my name is J-Dude. You might know me as the guy who created the original models, textures, animations and idea for what this addon ultimately achieved!

It was years and years ago that it hit me during a shower. Nobody had done anything for Tremors in the 3d space, let alone games. The idea of PLAYING the floor-is-lava style survival of Tremors, among the Graboids' life-cycle, working to stem a full server takeover before its too late!

I uploaded my progress to Facepunch. Learned to texture by making these models (which probably showed) and did my best to animate the creatures to fit my vision, if a coder ever came along. At one point, I even had the aid of Silverlan, but ultimately things kept falling through.

So, as I moved on, I put out my model pack, offered up the assets to anyone that might assume the mantle... I never thought someone would actually DO IT.

Only discovered this a few days ago, and... it's so surreal. I was only able to see these models at work if I did a model swap on ant antlion or something. Fully functioning? My cup runneth over!

Of course, they're not QUITE my models NOW, are they? You guys have given them a glow-up!

Actually, putting them side to side with mine... Wow. Oh no, you guys changed a LOT! The Graboid is all but entirely replaced. Same with the Shrieker. The AB's body looks largely unchanged from mine, but the head? Makes sense though, my AB model was probably the one I made with the most confidence and tried for the most detail. And wow, the Shrieker's head looks so much more movie-accurate than what I did... The Graboid's spikes aren't just triangles! The tentacles have modeled TEETH!

I guess it HAS been like a decade, hasn't it? Polygon count used to be quite the concern. All those little jagged craggy bits in the mandibles, well OBVIOUSLY it had to be normal-mapped! That was just good practice.

Actually, it seems like the core thing you guys kept was the animations. Some of them anyway. I can't argue with the change to the Graboid's grab attack, that looks SLICK. It's such an intriguing experience to filter my own work from yours as I watch them do their thing. I see you didn't care for the Graboid beaching itself to spawn Shriekers. That animation is so wormy! I see you added some extra bones for some of this stuff too. Too bad you nixed the Graboid pain reaction, I liked that one.

Heh... The AB Flamethrower animation is an idle? Interesting choice. I intended it as an attack, but it's admittedly slow.

I notice a lack of particle effects, and I'll have you know, if you WANT it, I have a particle file I made to pair with things like the Graboid's movements. The surfacing to breathe, the orange blood splatter, the Shrieker vomit...

I LOVE the attention to detail. The Graboids truly DO only react to sounds! The Shriekers alert each other!

Maybe you guys consider this finished work, and if so, good on you, godspeed! It's truly an achievement!

But... I WILL say, I have some notes. Far as I can tell, there's no gibbing. That's a shame. Iconic to Tremors is how the creatures blast into a chunky bits when blown up. I even made a particle explosion for the Graboids blowing underground, with particle threads falling down like entrails.

I never animated it, because it doesn't need to be, but I planned for the Graboids to be able to just YANK objects underground too. Not just living things, but maybe props... even explosive props! It damages the prop while swallowed, if it can take damage, exploding the Graboid if the player set it up as a trap... Otherwise, it launches the prop skyward. Obviously there'd need to be a weight check or something. Too big, it just gets buried, like a trashed car or something (read, deleted once submerged).

It's also probably just a hazard of gmod, and maybe something the player can toggle, but it DOES hurt the immersion a bit that the Graboids/Grablets can just burrow through concrete and rock? Given surfaces have material properties, I'm sure you could keep it from surfacing/attacking if it detects it's on certain surfaces. Like I said, you could make a toggle for that, if it gets in the way of the fun. All to taste. But it would add a level of immersion for players to play by the rules of the series.

I don't know if you made the Perfection map I found, but I also made a model of the water tower if you want something less brush-based. And if you wanted a simple hero npc character, I actually made a functional Burt Gummer model way back when. Just say the word!

I WOULD appreciate a minor credit for my part in all this if you'd be so cordial, but mostly I'm just thrilled to see this EXISTS. It's clear there was dedication in making this happen. I couldn't have hoped to pass the torch to a crew so talented. :steamthumbsup:
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You also have a splash screen with a forest and no CQC fragments when you start up I saw that the streamer has an original intro, how can I make the same
3 minuuttia sitten
bEVOO
Näytetään 241–250 / 295,071,324