@Ehsan, that looks rather interesting. Probably not usable with this unless it reads dat|xml files. I didn't look into it.
@Happyapathy, excellent job on your stuff man
@Ehsan, that looks rather interesting. Probably not usable with this unless it reads dat|xml files. I didn't look into it.
@Happyapathy, excellent job on your stuff man
I was just curious as how to add several models within the programming, if there was a way to save the gear sets and how to actually creat a set (like putting up walls and floors etc)
This scene is dedicated to Chezi, Casun, and Crazybitz, who took me on my first ever shadow lair run and brought me back up alive on the other side, may they force every member from their respective guilds to come look at this so they may gloat about it :P (P.S. Yes Chezi, wolver tail accessories really do exist).
On a note about the making of the scene itself, this thing, in my opinion, is a master piece of Spiral Spy work, a lot went into making this particular scene with so many characters each with their own unique animation setup requiring multiple copies of model files to make it work, also the work with the lighting (or more like the lack of lighting) and ambient effects is something I really pushed here, a lot of what I know went into getting this scene to work, a pity since the second I close Spiral Spy all the animation settings get wiped and everyone goes back to idly staring stupidly into the distance :/
The scene is based on actual gear that was worn at the time, I'm sorry to you guys if you would have rather worn something else if you knew I was going to make this into an art piece :D
The best title I could think of for this was the one word that got repeated a lot in the Unknown Passage...
RUN
run1
run2
run3
run4
run5
run6
run7
run8
run9
run10
run11
run12
Chezi
Casun
Craybitz
some smuck
This shot from behind really makes me regret not adding the exit elevator ahead of us, I wasn't intending to look at it from this angle but it looked good enough that I screenshot it anyways:
I'm going to post the scene file for Spiral Spy here so people can upload it and maybe get an idea of what I did, although chances are Spiral Spy will explode if you try to use it as I used a number of custom files to make this thing work, plus all the animation work will be lost and everything will be reset to idle even if it does work:
http://www.mediafire.com/?h332pbfgkf89uh6
Spiral-Spy if you take a look at this you may understand why I would REALLY appreciate a way to rename environment models something else besides Environment Models(0), Environment Models(1), Environment Models(2)... and so on, maybe even a way to group them so things like floor pieces and walls can be kept together.
I promise something funny for next time.
You must have taken 10 million years to make the floor. But I must say, really good job. On a side note, how do you coordinate animations of the different environmental models?
actually the flooring for this one was pretty fast as most of it is obscured I didn't put much work into it.
A lot of my work uses existing animations that I essentially "freeze" when the pose is right, this greatly expands the number of different poses I can create, how I do this is hard to explain and requires playing with the animation speed controls.
Anyone tried downloading the scene file and seeing if they can load it? If you can please tell me.
@Tovvok
To create walls and floors go Edit->Preferences
Click "New Environment Model"
In Config, click "none"
Find your way to rsrc/world/tileset
Have tedious mind numbing fun placing each individual floor tile and wall panel, its the way I do it :P (I cheat using model scale sometimes though)
-------------------
To save a characters gear set you have to save the character itself, do the same thing as above but instead go rsrc/character/pc/model_level.dat
This will create a character model as an environmental model and will preserve for next time you open Spiral Spy, make note that working with animations is a more complicated process this way though.
-------------------
@Atrumvindex
You'll have to explain what you mean better then that...
Hey, great work! I really like the latest scene especially what you've done with the atmosphere and the lighting.
I've been mucking around with Spiralspy a bit myself. One thing I cannot figure out though, is how to move the original model, or at least make him invisible (I can remove his helm/armour but his eyes will not leave!). Any help?
@Happyapathy
Sort of; it loads without crashing, but without access to your custom models, the scenes is pretty bare. Also, can you explain just how you manage to freeze animations like that?
@ Atrumvindex and Milkman
Go read the thread. Around the end of the first page, we discuss how to do this. Hell, we discuss it a bit on this page. IN fact, just got read the thread; it's not too long.
Also, In case anyone gives a rat's ass, here is a link to the environment I made for the icy pics.
http://www.mediafire.com/?guz7ocfs4m8x4qa
Now, I did make a custom file for one of the swords, (by which i mean I created two entirely separate sets of models and skins and whatnot), but you can probably figure out what/how I did [it].
Thanks alot! you really helped me out man! ^^
Someone asked how you animate the environmental models i have the same question.
Epic. How did you change the lighting? And are all the environments to scale?
Here's the fast way to do global lighting:
1. Create a new Environment model
2. Set it to rsrc/world/skybox/modelviewer/ambientcolor.dat
3. In the config click Edit and change the colour under 'Influence'
Spot and directional lighting are still things I'm messing with and haven't really got down yet.
Everything is to scale except the floor tiles which I scaled up.
How do you make the environmental models perform animations? Thx!
I just realised how to make environmental models perform animations as smoothly as the original character!
1) Next to config, click edit.
2) Scroll to the bottom and click 'new parameter'
3) Type: Direct
4) Name: Animation
5) Click new path, then type the following in the box: implementation.animation_mappings[0].animation
6) Leave the window open
7) Go back to preferences and scroll all the way to the bottom of that environmental model. You should see 'animation' right above 'transform'.
Neat, though the way I do my characters is kinda like that but "one step less" and involves a little trick with shifting the models position in the Environment Model list, here's what I do.
1. Make a new character as an Environmental Model
2. Click the first "Edit" button
3. Look under "Animation Mappings" look for the animation you want, if its not there find the "New Animation Mapping" button and click it
4. If your making a new animation mapping, give it a name, then in the Animation Config locate the .dat file of the animation you want
5. Now this is important, turn on "Start Automatically" on the animation you want to use and TURN OFF "Start Automatically" for the 'idle' animation which is set to run automatically often
Your character will still be standing idle however, this is where the 'trick' part of this comes in.
1. Create a new blank Environmental Model
2. At the top of your character Environmental Model, there should be two arrow buttons that control the position in the list of your Environmental Model, press the down arrow
3. This should reset your model which will automatically use the animation you set instead of the idle animation
I made Cherub, Ian McConville's (lead art Dev) character.
Cherub from various angles
From the Front
Right Profile
Left Profile
3/4 From Behind
Another from Behind
Because I feel this thread deserves to be bumped.
These are a series of images which are now rendered incomplete due to the program crashing. Also, the white knight shouldn't have had a halo at the beginning.
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot17.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot18.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot19.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot20.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot21.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot22.png
http://i1221.photobucket.com/albums/dd463/aavb132/snapshot23.png
I liked number 17 and 21 the most.
If anyone thinks they can take a crack at finishing the scene, here is the environment and some instructions/notes on how ot do it. I think I tried to render too much [crap] (0ver 100 elements in this one) and now spiralspy wont load it.
instructions/notes: http://www.mediafire.com/?olit8k1049gzxel
environment: http://www.mediafire.com/?4y87x0x5vz09sxc
I will try to recreate this on a more powerful computer later today or tomorrow.
Had a brief hiatus for a bit, been busy with other stuff for a while.
I have two quickie pieces ('quickie' been defined as taking about an hour to make) that I made.
I've never actually tried a knight vs. knight seen and decided to give it a whirl, to be honest I only halfheartedly made this one, I prefer working with mobs of monsters more.
Duel1
duel1
duel2
duel3
duel4
duel5
duel6
duel7
-------------------------
The second one here is the result of some experimentation with animation priority to try and create new poses by having one animation "override" another one, I sadly was unable to create the desired two-handed "dragon slayer" pose as there aren't that many motions which bring both hands together, the closest thing I could find was the clap emote which proved to be utterly useless.
The pose I use here is an odd combination of the 'fall recovery' and 'charged pistol hold' animation for the knight.
Fall of Troy (Name seemed appropriate)
falloftroy1
falloftroy2
falloftroy3
falloftroy4
falloftroy5
falloftroy6
falloftroy7
I also tried some Photoshop work with one of the images here.
I swear I've seen this particular knight before...
@Romasanta
I don't think I've ever managed to hit 100 elements :s, do each of those snarby knights have their own model file? Looks like the method I used to make the pint-sized zombies could have been useful here.
I just tried loading your scene into Spiral Spy, it won't load :s
Nice job both of you. Been a bit to lazy and busy to try anything out for myself.
@Happyapathy
Each Knight except for the charging Snarbolax Knight used model.dat, while the charging Knight used model_level.dat or whatever the hell it's called. Also, it's nice to see that may failure seems to have been induced by Spiralspy's instability. wundebar.
PS: They were all supposed to run during the final scene, so a single model was pretty convenient.
@Happyapathy
Apathy my friend, you've done a wonderful job. I've been messing around with program in the hopes of doing exactly what you've done here.
I've a few questions about your work though since there aren't any user guides for the program that I'm aware of.
1st: I know how to spawn other objects Like enemies, weapons, and background stuff; but how exactly did you get all the different poses? I can only get the idle animation for enemies when I create them. Also, as your probably well aware of, Spiral Spy features a "Global Speed" option that allows you slow down your character to catch them in mid-attack, run, etc. which is awesome. My problem with this however, is that it slows EVERYTHING down simultaneously; so you have to set up everything at once and it requires a lot of timing. Is there anyway that you or anyone else knows of to animate one object while leaving the others frozen? or is this how you created your scenes?
2nd: Where did you get all the walls and shadow lair stuff? I've been hunting through the files looking for arena backgrounds, floors, and (most importantly) the walls, but just can't seem to find it. If you could just point me in the right direction that would be great.
1st Question. Guess that's one of the big secrets to my work I really should explain (I keep promising a guide, but I keep finding different ways of doing things :s)
Here's a brief example guide using a blank new scene:
1. In preferences create a New Environment Model and for the Model config go rsrc/character/pc/model_level.dat
This should create new player model, you may not see it as it is placed in the same spot as the default player model that always appears, so...
2. Scroll to the bottom of your Preferences and put 2.00 for the X Translation
3. Dress up your knight however you want, just make sure to give him a sword, not a gun
4. Scroll back up to the top of your Preferences, next to "Model_level.dat" click the 'Edit' button
Now things get interesting...
5. In the Edit window, find the 'idle' animation, disable 'Start Automatically'
6. Scroll down through the listed animations, look for the 'New Animation Mapping' button and click it
7. Name the animation whatever you want, for its Config go rsrc/character/pc/attack_sword_heavyslam/heavywslam_fire.dat
8. Enable 'Start Automatically' for your animation
9. Scroll all the way back to the top of the Edit window and look for 'Tick Policy', which should be set to default, change it to 'Never'
10. Whatever you do, DON'T CLOSE THIS WINDOW
Doing all this won't make any changes to your player model yet, to get it to work you need to do a little trick...
10. Go back to the Preferences window and create a new blank Environmental Model
11. At the top of each Environmental Model there are two arrow buttons that control its position on the list, in your blank model click the up button
In doing this you also reset your model so all those changes you just made are now applied to it.
12. Go back to your Edit window and set the Tick Policy back to default
If everything went well your character should perform a Troika sword slam, now what we want to do is catch him mid-swing.
13. Set the Tick Policy back to Never
14. In the main window, set the Global Speed to 0.01
15. In the Preference window shift your player model back up on the list, this will reset your knight again
16. Go back to the Edit window, keeping a careful eye on your knight change the Tick Policy to default, the moment you want to pause the animation change the Tick Policy to Never
This will freeze the animation in place, though many of the FX's associated with it will still play out, working with those is a similar, but messier process to what I just explained.
17. If you fail to capture the position you want for your knight, set the Tick Policy back to Never and reset the model again using the arrow trick and try again
Well that was a mouthful, its not a pretty process and a misstep could wipe everything you did, this may be hard to understand if you only just started using Spiral Spy but its the best I can do to explain what I do. Make note that clicking the 'Edit' Button again in the Preference window for your model will wipe all your animation work so don't close the Edit window unless your certain your done working with your player model.
2nd Question:
rsrc/character/npc/monster/swarm...
'parts' folder has things like Swarm Turrets, Swarm Seeds (the big hole in the ground), and other swarm related FX's and props
'shadows' folder has swarm infested enemies
Wow! Thanks. Works like a champ.
I've hit another road block though. Whenever I create another knight, it resets the one I just did and they both move simultaneously with the same attack. I've had a few "anomalies" where this doesn't happen but for the most part it happens just as I've described. Is there anyway around this?
Ô.O ??????????????????
go to the folder with the model_level.dat, find it and make a copy of it, you should be able to use the copied file for a second knight.
On another note, the funnies just got updated :)
YEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSS!!!!!
Thanks Apathy! All my problems are solved!
Check this out >:D
http://i1198.photobucket.com/albums/aa460/CaptainCool537/ZekielvsMechakn...
I Found Spiral spy a while ago... but i haven't Been able/to lazy to get it to work...
Also... GET ON THE GUIDE!, I'm looking forward to it, so it better be good >.> X3 :P
Wow! I was especially impressed with the Fall of Troy sequences. :)
If you're up for the challenge, and still taking requests, Aecarus has always wanted to get Darkfire Vanaduke right in the noggin'. >:3 (Much like the "In your face Vara" and "Fall of Troy" sequences.)
This looks like so much fun. I think once assignments clear up, I'll follow the various pieces of advice posted in this thread and take a shot at it! Thanks for the inspiration. :)
Believe it or not, I actually get very few requests for some reason despite been always open to them (for some inexplicable reason :s), to get a request from a high-profile figure like you is a surprise and a delight :D (congrats on the wings), I'll get right on it as soon as I finish up what I currently have in the works.
So how would you like your character posed with Vana, under his foot or mace? :P
j/k, I'll make sure its spectacular :).
I must say however, I've never been to UFSC and have no concept screenshots to base the environment off of, if you (or someone else) has screenshots of a run there it would be helpful for creating the scene.
P.S. Do you care what shield i use cause I can't see yours...
@Tsubasa-No-Me
Yeah that guide is a constant nagging issue for me, although the whole thread here is pretty instructive in itself, I may just copy parts of it eventually when making the guide.
@Bulby
Nice scene there, must have a lot of patience to place every tile there at the correct scale :P
@Olajdzija
Have to explain your question better then that for me to answer
@Happyapathy
Thanks. Yeah, I found out a little too late that you can expand the size of the tiles. o_____________o
Oh well, It looks good and I'm happy with it.
Experimenting with animation priority and overriding I'm able to create some poses that don't exist in-game, essentially a mash-up of existing animations with certain parts been 'dominant' over another.
I've been getting some good results, like this pose I tried with Aecarus for his scene, there are actually 3 animations going on at once here, though I thought this one looked a little awkward so I rejected it for the scene I'm working on:
However the results don't always work out so well, I hope he's okay to suffer this indignity:
P.S. I hope you have an Owlite shield Aecarus, cause that's what its going to be unless you say otherwise within the next half-hour
the scene I was working on for Aecarus was getting far more epic then I had initially intended, thing was great maybe too much so cause the program decided to crash on me while I was laying floors and walls thus wiping out all the careful character positioning I had made, I guess this is a lesson on why you should do floors and walls before even touching character models...
I managed to grab one screenshot before the whole program went down:
I will try to complete it later sometime in the future but right now I want to get away from the awful task of flooring that I was doing at the time.
I really hate floor tiling...
Looks great so far! I'm looking forward to seeing the finished product. :) (Sorry to hear about the unexpected crash!)
Also: yes, I am wielding a Grey Owlite Shield. Here's my signature set to clarify just in case:
- Divine Veil (with Prismatic Mecha Wings)
- Divine Mantle (with Twinkle Aura - if it makes a difference, and Prismatic Wings)
- Grey Owlite Shield
- Divine Avenger (gun/secondary: Argent Peacemaker)
(I think you already have it covered but just to confirm: I believe my player colour is defined as "utramarine" in the model viewer. I think I forgot to clarify that before, sorry.)
Welp, it seems like this is the place to show off our scenes for the time being. Hope you guys don't mind. ^_^
http://i1198.photobucket.com/albums/aa460/CaptainCool537/All-Stars.png
P.S. No part of this is photoshopped.
With each new update new files are added to the game, if your like me and use a separate folder containing the SK files to work off of in Spiral Spy you will need to update the rsrc folder you work with in order to keep up to date.
A few new things added in the last update include the 'badge' accessory and the one-way energy gate, plus there are other new things... *looks around nervously" like um, tiles... that I can't mention here... I've said too much already I need to go hide from the mods.
@Bulby
Are those eyes something you managed to change on the character in Spiral Spy? That's something I haven't figured out how to do yet, all I can get is the default open or closed. If you did manage to change them please tell me how
My next major update is going to be completely devoted to the subject of dual wielding and then goes WAY WAY beyond it, I'll explain it all there and probably show you things people never even dreamed possible of been able to do in Spiral Spy, let alone SK itself, its going to be an epic update here :)
@Happyapathy
The eye change for the character in the middle was actually a mistake. What I wanted to do was just tilt his head downward slightly to make him look a little more menacing. So, I cleared the helm on the Model_level.dat whatever file (this leaves just the eyes in). I then spawned another hood as a new environment model and moved it into the right place and then tilted it down. As it turns out though, there is a strip on the hood right above the eyes that we never see because of the angle at which it's placed. This piece covered up the eyes a bit a caused this awesome effect. Hurray!!! I'm not sure if this works on other helms though...
P.S. I just noticed that the bullet on your portrait picture is the wrong color. Did you do that on purpose? Ô_o
@ Atrumvindex
The way I create duel wielding may not be the best way, but it's fairly simple and it'll get you started. In my latest picture the middle knight is only holding the sword in his right hand. The other sword is merely an environment model that I moved into place to make it look like he's holding it. Very simple, but it takes a little time to get the angle right. Also, the knight to the right (my knight) isn't holding either of his bombs. I created this look with the same technique.
@Bulby
Well at least I know a way to make angry faces now, thanks for that, trying to directly mess with the eye texture file causes the program to crash and custom eyes is something I've been trying to do for a while now.
The bullet I used in the portrait is actually a shrunk done charged iron slug shot which is actually 5x bigger then what you see there, the Callahan fires a blue shot which I found looked less impressive then the orange flare I used.
Also who likes teasers? Well here's one:
Checkout later tomorrow to find out :)
There actually 3 unposted scenes I have that are older then this but the results of what I made here I just can't hold off on posting, I'll get those other scenes up when I have time, the work I did in them is what lead to making the scene there possible.
Before I get to the good stuff, this first scene here was created with the modest purpose of saying, "hey, look I managed to put in gun each hand", then I decided to add bullets, then bullet shells, modesty was blown out the window when I decided to put the (still) nameless snipe in and was dead before it hit the ground when I decided to give my snipe the second kid-sized Blitz gun.
The dual wield here is a sham, I took the guns and placed them as separate models in each hand, while it looks okay placing weapons in this way is time consuming and rigid, any change to one thing would require having to individually fix the coordinates for each and every model it is related too. If I wanted to turn my character slightly here I would have to move the guns, bullets, shell casings, and muzzleflash FX's to line up correctly again.
The program must not have liked all those bullets and shells I was adding cause this is the first time I encountered a particular bug that causes Spiral Spy to crash if too much 'stuff' is added to the scene, you still maintain camera control but you can't add anything new or edit existing models. Second time I encountered this was working on Aecarus' scene which was not nearly as complete as this one :(. I had intended to add enemies in here but as I said, Spiral Spy seemed to decide I had enough already there for me:
Death of Modesty
deathofmodesty1
deathofmodesty2
deathofmodesty3
deathofmodesty4
deathofmodesty5
deathofmodesty6
deathofmodesty7
deathofmodesty8
deathofmodesty9
deathofmodesty10
deathofmodesty11
deathofmodesty12
deathofmodesty13
I choose a few out of these to add some Photoshop effects too:
deathofmodesty3-edited
deathofmodesty4-edited
deathofmodesty13-edited
-----------NOW FOR SOMETHING COMPLETELY DIFFERENT, THE WONDERS OF ATTACHMENTS------------
Here's one way of making a dual wielding character:
1. set up your character
2. find an appropriate animation that looks like a dual-wielding stance
3. create a new separate model of the weapon you want in the left hand
4. carefully enter all the coordinate and rotation points is that the weapon lines up with the left hand
5. realize your character is facing slightly off in the wrong direction, adjust character
6. re-align your second weapon again
7. character would look better looking upwards, tilt character slightly backwards
8. tediously re-adjust the left hand weapon again
9. click something you shouldn't, Spiral Spy crashes
10. punch hole through computer screen
11. get new computer, repeat
Heres' the way I would rather do it:
1. set up your character
2. In your model config click 'Edit'
3. Find the Attachments area, scroll until you find the 'New Attachment' button
4. Create a new attachment, set 'Node' to "bone_weapon_l"
5. For the Model config, select the weapon you want
6. Instant easy to use dual-wielding action, just add animations and water
7. Water causes computer to fry, punch hole through computer screen
Wasn't that a whole lot easier, you didn't even have to buy a new computer.
While you were scrolling through that list you may have noticed a whole variety of other kinds of attachments, they can allow you attach things to legs, the belt, your shoulder, feet, even fingers (for rings maybe?). The possibilities here are massive as I shall show you (or you may have already seen with my minigun wielding character made using attachments).
The fact that there is a setting to put a weapon in the second hand means that dual wielding was possibly considered or planned for, or at least been able to have left-handed players, strangely enough there is no 'right arm shield' attachment.
WATCH THIS
Here's a familiar character that I have really come to like since her debut in a particular comic which received absolutely no attention. I won't lie, 'sex appeal' was one of the things I had in consideration when I made her. I strongly suggest watching in full screen mode.
Note: I've enabled commentary on my pictures and videos now
The first time I saw her do that I had feelings you shouldn't get from an E rated game, hot dang she's... pretty...
Sadly if you watch carefully you will realize that the left hand doesn't move that much, despite been able to put weapon in the left hand there aren't any left hand 'attack' animations, nor is there any way (as far as I know) of somehow 'reflecting' an animation to affect the other side instead.
Don't skip this part here either
If you checked earlier I had put up a teaser pic for people to look at, I realize now you probably could have just gone through my public picture files and found out yourself, but for those who haven't here is the answer to that picture:
Nekomi the Kat Thief (Is the fact I'm naming my characters a bad sign?)
But does it work?
Yes it does \(^o^)/
Those hand claws are shrunken Spurs which I attached to her fingers/hands, giving this a very much exotic and unique weapon that actually works in animation. While I could have simply placed each spur individually as separate models the time it would have taken to get it right would have been incredulous, and it would have limited her to one stance and location.
The result of this is the following scene that I really went screenshot crazy over:
Dual Duo Femme Fatale
Yeah, I'd be running too...
Overall-scene views:
Focus-Scene Gallery
scene1
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene10
scene11
scene12
scene13
scene14
scene15
scene16
Eve views:
Focus-Eve Gallery
Nekomi views:
Focus-Nekomi Gallery
Nekomi1
Nekomi2
Nekomi3
Nekomi4
Nekomi5
Nekomi6
Nekomi7
Nekomi8
Nekomi9
Nekomi10
====ALL ABOUT NEKOMI====
I'm hoping there are more then a few people who are wondering how I made her well not to worry. Though I probably don't have the capabilities to copyright characters I'm going to go and ahead and declare Nekomi an open source character:
These folders are what I call "Character Sets/Profiles", each folder contains all the necessary files and instructions to recreate a character, in here you will find my own character as a basic guideline and Nekomi's more complex instructions including recoloring and attachments , they also contain a folder for her possible pet Kleptolisk 'Kleft'. All files can be used directly from the folder in Spiral Spy without been moved or renamed, just put the Character_sets folder in the rsrc folder.
I have a similar folder for other characters, such as Eve, but I think I will be keeping those for myself right now.
-----------------
So what do I think of Nekomi? Well as I've said I intend for her to be a stealthy thief type, beyond that personality has not really been established.
A note about those claws, they have an interesting unintentional safety feature that they will rise and lower depending on if her hands are opened or fisted, this would allow free hand movement without having to worry about cutting herself so much:
I also imagined that if she ever appeared in game she would be able to launch rapid 3 way mini-spur shots from each claw :P
Despite the hand claws, shes actually still able to wield the traditional sword/gun and shield:
However if you ask me she doesn't look like the type to hide behind a shield for defense, I'd like to think she has other ways of dealing with danger:
Defense1
Defense2
Defense3
Defense4
I'd also like to think that tail she has wasn't an accessory :)
I've considered having a pet Kleptolisk for her named 'Kleft', a gadget totting lizard that is 40% smaller then other kleptos, will see.
I would love to see any art, or even fan-fiction, involving her, I may even give some CE if I really like it. She's free for you to do what you wish with her, just treat her well :).
What I found out about attachments is what allowed for the creation of the Mini-gun I posted earlier, though it was the latest scene I created I just had to post it at the time to show it off.
I've already thought of 3 more such custom characters already, two of which I already know I will make eventually, expect them to be outrageously well armed :D
This has been the Wonders of Attachments...
Sweet Happyapathy. These are awesome and this is a total revelation to "SpiralSpying." I want some desktop wallpapers now.
thx for the appreciation, though for having nearly 100 viewings on some of those videos I'm not seeing a lot of commentary here or there :/
It's quite simple Happyapthy. You've struck them all speechless.
Anyone tried out the character set files yet? Please tell if you were able to recreate Nekomi and what you thought of the instructions.
Anyone comments are appreciated on any of these pieces.
Need... comments... must feed... ego...
I'm a noob at Spiral Spy.But this. THIS I CAN'T COMPREHEND!
Alice?