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 Multiple races/species

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Saravanth
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 3:45 pm

Prototype wrote:
not to mention that giant insects are biologically impossible due to their circulatory system, but I doubt anyone will notice.
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Ivan2006
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 3:48 pm

Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
I would have actually used that commission Tiel had done as a basis for the avians.

I tried putting wings on a skytherian, but that's basically a bipedal dragon minus the fire breath. Might have a go at some insectoid looking thing.
Will your insectoid be bipedal or quadrupedal?
Because I think there's lots of reference pics for that.
Also for hexapods.
But I don't know how tricky it is to turn a reference pic into a convincing Minecraft model when the object is of biological nature.
Could be difficult, I've been drawing up how to make a Skytherian head, and while it's possible, it could take a while.

And any insect would be bipedal, but I'm not too sure how to go about an insect, not to mention that giant insects are biologically impossible due to their circulatory system, but I doubt anyone will notice.
Actually, the maximum size for insects depends on the ammount of oxygen in the atmosphere.
If we make the ammount of oxygen in Minecraftian environments just a bit more than 10% higher than on earth (because, let's face it, we already have giant spiders and if we go scientific, that needs an explanation, too), we have the oxygen present in the environment during the Carboniferous Period, which is when those giant insects lived.
However, that also means that any earthling travelling to Minecraftia unprepared will die from hyperventilation. (not what you expected when visiting that distant planet, huh?)
source:
 
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 3:52 pm

I don't think people will care about biological accuracy, but so far I've proven to be utter shite at designing insects. Like worse than normal.
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Ivan2006
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 4:25 pm

Prototype wrote:
I don't think people will care about biological accuracy, but so far I've proven to be utter shite at designing insects. Like worse than normal.
Let me guess:
It is very difficult to put the features that distinct an insectoid from a humanoid into Minecraft-like shapes?
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Delta
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 5:35 pm

Ivan2006 wrote:
Prototype wrote:
Ivan2006 wrote:
Prototype wrote:
I would have actually used that commission Tiel had done as a basis for the avians.

I tried putting wings on a skytherian, but that's basically a bipedal dragon minus the fire breath. Might have a go at some insectoid looking thing.
Will your insectoid be bipedal or quadrupedal?
Because I think there's lots of reference pics for that.
Also for hexapods.
But I don't know how tricky it is to turn a reference pic into a convincing Minecraft model when the object is of biological nature.
Could be difficult, I've been drawing up how to make a Skytherian head, and while it's possible, it could take a while.

And any insect would be bipedal, but I'm not too sure how to go about an insect, not to mention that giant insects are biologically impossible due to their circulatory system, but I doubt anyone will notice.
Actually, the maximum size for insects depends on the ammount of oxygen in the atmosphere.
If we make the ammount of oxygen in Minecraftian environments just a bit more than 10% higher than on earth (because, let's face it, we already have giant spiders and if we go scientific, that needs an explanation, too), we have the oxygen present in the environment during the Carboniferous Period, which is when those giant insects lived.
However, that also means that any earthling travelling to Minecraftia unprepared will die from hyperventilation. (not what you expected when visiting that distant planet, huh?)
source:
 
^ this.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 6:35 pm

Ivan2006 wrote:
Prototype wrote:
I don't think people will care about biological accuracy, but so far I've proven to be utter shite at designing insects. Like worse than normal.
Let me guess:
It is very difficult to put the features that distinct an insectoid from a humanoid into Minecraft-like shapes?
It goes easier if I can draw up what I would want it to look like if I didn't have any limitations, I can then downgrade it from there, like this:

Spoiler:
 
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Commander Error
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PostSubject: Re: Multiple races/species   Tue Nov 05, 2013 9:59 am

Can you use waveform files for models, fr0sty? I'm kind of generally working up a few assorted MC-styled creature models you could use, but Blender doesn't export as MC-specific model types.
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PostSubject: Re: Multiple races/species   Tue Nov 05, 2013 11:53 am

Fleet Admiral Error wrote:
Can you use waveform files for models, fr0sty? I'm kind of generally working up a few assorted MC-styled creature models you could use, but Blender doesn't export as MC-specific model types.
Potentially, it's a little more difficult to do, but people have done it, but it would be easier to add shape boxes than to add .obj support.

But if we ever do use .obj, then more people could contribute models, it's much simpler and easier to make the models themselves, but I understand its a bit more involved making them work in MC.
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PostSubject: Re: Multiple races/species   Tue Nov 05, 2013 2:52 pm

Fleet Admiral Error wrote:
Can you use waveform files for models, fr0sty? I'm kind of generally working up a few assorted MC-styled creature models you could use, but Blender doesn't export as MC-specific model types.
.obj files are all plaintext and super easy to turn into meshes.  I don't think animation is part of the specification, though.

Someone already has a model loader for MC, but I forgot what it was.
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PostSubject: Re: Multiple races/species   Tue Nov 05, 2013 2:54 pm

TurboModelThingey
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PostSubject: Re: Multiple races/species   Thu Nov 07, 2013 9:56 pm

Wow, people are actually supporting one of my ideas for once. Methinks the best way to carry out the clothing/skins is to have a selection of characteristics that you choose when you begin, as someone said earlier.

Can we have giant beetles? I want giant beetles. And sand worms, we need to have at least some references to Dune. Maybe something like those quadruped things that run around the Citadel in ME, too? They could be pretty neat NPCs.

I feel like the list of mobs to include will be a source of argument.
(I AM THE KWISATZ HADERACH!)
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Dux Tell31
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PostSubject: Re: Multiple races/species   Fri Nov 15, 2013 8:04 pm

I personally dislike the motion to abolish what little customization we have over our characters, Thank you very much!
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PostSubject: Re: Multiple races/species   Sat Nov 16, 2013 4:33 am

TBH most skins are s*** anyway Razz .
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PostSubject: Re: Multiple races/species   Sat Nov 16, 2013 4:39 am

Dux Tell31 wrote:
I personally dislike the motion to abolish what little customization we have over our characters, Thank you very much!
True, but I quite like my Copy X skin.
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