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ROS Dev: finally textured some of the in-game pickup items...
Monday 8th August 2016
So, it's been a while since I last did any actual work on this game (other than updates to the games code base); I think the last major update was back in 2012.
Today I decided I would finally texture some of the in game "player pickup item" assets; Melee Axe, Dynamite (quite pleased with how that one turned out) and the Rocket launcher.
I encountered a weird glitch when trying to get the Rocket launcher to render in game, due to a bug in the 3d modeling software I used to make them (back in 2010), it would add extra pixels to the texture map when compiling them from the editor; easily fixed in MS paint once I figured out what was going on.
My texturing assets skills have no doubt improved since I started this project almost 7 years ago! however most if not all of the 3d models I made for this game have a build date of 2009, so they're low poly (polygon), and I doubt I'll ever get around to re-doing them.
I also found about 37 un-added\unused wall textures I made in the last update (2012) on my hard drive that still need to be imported (they were almost deleted lol).
I'm in the process of re-doing this games design doc, and there are also two monsters added in the new build; spooky ghost and a spooky skeleton; I saw a picture on JokeBook some time back of a spooky skeleton with an army helmet and an m4 assault rifle and figured it would be easy to add in (still needs to be animated).
Was thinking of adding a custom skin for each time on the clock (or just two, so it appears as if it flashes on and off like a reset alarm clock...)
There is also a weird bug where the skin is applied backwards once the player places the object in first person, haven't quite figured that one out yet. (think there is something in the module-definition (.def) file settings)
Bonus!
Tonight, I also textured the Pump action shotgun, tomorrow the double-barrel. (M4 was made back in 2010)
And the Tommy gun! People have been whinging at me to texture that since I started the project almost 7 years ago. (And it is the only gun currently animated in First Person; hence why you see it all the time. :P)
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