hey katie, Awesome! Excited to have more modelers working, and glad you're in :) I am guilty of this too so maybe we need a way to let everyone know what weplan on working on or have in process so we don't duplicate our efforts w/ models, etc. can't wait to see your stuff... -eric On Tue, May 12, 2009 at 2:05 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Hey Guys, > > I modeled a rail car on Saturday, and am working on texturing it up. If you > want I can post it early so you can look at it. I am almost done with > texturing, just have to finish up the wheels. Should be able to finish > tonight or tomorrow. > > I was also going to model some shovels etc. Just filler stuff to help. > > Anyway, let me know what you guys think. I can do more models just let me > know. > > Katie > > --- On *Mon, 5/11/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: > > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] Items left for milestone (5/11) > To: project1dev@xxxxxxxxxxxxx > Date: Monday, May 11, 2009, 8:01 PM > > > Here's the weekly update of our milestone progress. Red items are > blocked by other tasks, blue items are unblocked. > > > *Art:* > #1 - props for the cave (mining picks, rail cars, piles of rubble, that > kind of stuff) > #2 - lighting pass for the cave: (Waiting for cave to be decorated and > finished) > #3 - animation for miners walking around > #4 - animation for miners mining the walls > #5 - animation for boss monster ambushing you > #6 - combat animation for miners in combat (just an idle animation) > #7 - combat animation for boss monster (just an idle animation) > #8 - cave battle arena art (just a 3d backdrop for combat, unless we are ok > with what we have right now) Probably blocked until we have the cave > decorated with a lighting pass. > > *Scripting / Building:* > #1 - finish decorating cave: waiting on art to decorate the cave with(maybe > this should be an art task) > #2 - balance the boss fight. > #3 - re balance the combat after all the enemies and boss are placed > > *Coding:* > #1 - make animated models cast shadows correctly > #2 - make it so models not on screen can still cast shadows on screen so we > don't have shadow "popping" > #3 - oct tree optomization for collision detection > > *=========Done========* > > *Art:* > Got a pickaxe from Katie > Got some nice rocks from Chris, and textured them with a texture from Matt > Eric made a lower polycount mine cart > > *Scripting / Building:* > Enemy pathing (Kent) > Cave in after boss fight (Kent) > a stationary mining enemy that doesnt path (Kent) > the boss ambushes you (Kent) > we have a boss combat enemy (Kent) > monster placement has been finished (Kent the superstar) > the cave is finished being walled, you cant fall out of the map now > Nick balanced combat before we placed a whole bunch of new enemies > > *Coding:* > A few optomizations > A basic level editor > > >