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licensetochill23

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About licensetochill23

  • Birthday 11/23/1986

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  1. As someone who watched during that era of ECW TV (though not every week, as it was constantly being rescheduled and was hell trying to find it on our local network), I felt like I should maybe chime in here. Paul E had such an eye for talent that there are honestly a lot of studs and very few duds in the company at that point in time, and even the guys with obvious flaws are booked well enough that their shortcomings aren't super glaring. Honestly, most of the guys you've gotta watch are the ones you probably already know: Dreamer, Raven, Austin, Cactus Jack, Sabu, etc. Taz didn't really become Taz until 1996, but he was still good as the Tazmaniac. You may not have seen a lot of Terry Funk outside of his few appearances with WWF in the late 90s, but he's basically the elder statesman of ECW even in the mid-90s and a guy everyone loves and respects for the miles on the road he's put in. Some guys who really did some of their best work in ECW and who you may not have seen much of in WWE are Dean Malenko (also great in WCW, don't get me wrong, but Paul E really made him look like a killer in ECW), 2 Cold Scorpio (a performer who was way ahead of his time), The Eliminators and Mikey Whipwreck. Brian Pillman also had a crazy memorable (or maybe memorably crazy) run in 96. Shane Douglas was also a huge deal in ECW, though I feel like his matches often failed to live up to the promos and storylines he was a part of (particularly the never-ending feud he had with the Pitbulls in 96). As far as guys who were over-pushed at the time... eh, depends on your preferences and how you define over-pushed. 911 is basically just a chokeslam, but that's also how he's used. Jason was never all that great in the ring, but his character work usually made up for it and he eventually transitioned to managing, which was where he belonged. The only guys I really wasn't a fan of were Shane Douglas (see above) and Justin Credible, who got a huge push despite being, in my opinion, a bland, fairly average all-around performer (though he doesn't show up until 97). I'd be interested to hear your takes while watching, though, as it's been a hell of a long time since I've seen any of this stuff. Curious to know if it still holds up as well as I remember.
  2. <p>Decided to try my hand at editing some textures to add face paint last night and was pretty happy with the result. In trying to keep as close to the spirit of the TVerse as possible in my game, I decided to put my own spin on another modern-day gimmick while making it just different enough to avoid copyright infringement: coming this raiding season to pillage a God-fearing kingdom near you, it's The Heathen Warband!</p><p> </p><p> <img alt="8iTWx5z.jpg" data-src="https://i.imgur.com/8iTWx5z.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="6Ow67pN.jpg" data-src="https://i.imgur.com/6Ow67pN.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="s66nWS9.jpg" data-src="https://i.imgur.com/s66nWS9.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> <img alt="NF7wcpG.jpg" data-src="https://i.imgur.com/NF7wcpG.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="xWymcll.jpg" data-src="https://i.imgur.com/xWymcll.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="nJk30sP.jpg" data-src="https://i.imgur.com/nJk30sP.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MHero" data-cite="MHero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41232" data-ipsquote-contentclass="forums_Topic"><div>Looking really good mate! in regards to the question, I ain't a render guy but as far as I know (jhd or Eastwood can confirm) we're still using M4/V4 for the renders for consistency.</div></blockquote><p> </p><p> Thanks a lot for the reply MHero! I figured as much - didn't seem likely you'd be switching up, unless you're planning to make new renders for every character (not that I'd necessarily put it past you - if any team were actually going to individually re-render 2000 characters it'd be you guys). Just thought I should ask!</p>
  3. Still toying around with various textures and props while making renders for regenerated workers, so here's another batch for use in other folks' games if you find them useful: And also, while I know there's been some back and forth regarding having characters who are subtly or not-so-subtly based on real life workers in the T-Verse, I personally really like being able to use characters and gimmicks that I can identify with and be a "fan" of in the game (in fact, it's one of the reasons I've drifted away from the C-Verse over time, as the characters have gradually become a bit too generic for my tastes). So, taking one of my randomly generated dojo graduates with high Charisma, Star Quality, and a flair for Cocky, Comedy and Weird gimmicks as a basis for spending way too much time making a new render, I present to you a not-at-all-subtle T-Verse version of one of my favorite current real-world workers, "His Magenta Majesty" Royal Purple: And I must admit, I'm greatly looking forward to a distant future when I (hopefully) get to book his "Purple Reign" with the PWI Championship! Edit: If jhd, MHero or any of the other TV team members see this, I did also have a quick question I was mulling: given that you're making a 2020 update, will you still be using Michael 4/Victoria 4 for the renders? I'm assuming the answer is yes, but I just wanted to confirm for peace of mind before continuing to invest in M4 assets to make more renders!
  4. <p>So I spent some time yesterday plugging away trying to improve, particularly trying to work on getting textures other than Sol to look right - I find it interesting that some of the skin maps, like Lee and Rob, have multiple options that render quite differently (some look good, some are just too dark or washed out) even though they look essentially identical in Daz.</p><p> </p><p> Regardless, I swapped out the texture on my Asian male renders and was pretty happy with the results:</p><p> </p><p> <img alt="Q3J5lbL.jpg" data-src="https://i.imgur.com/Q3J5lbL.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="UX5lGjx.jpg" data-src="https://i.imgur.com/UX5lGjx.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="HwKDC8M.jpg" data-src="https://i.imgur.com/HwKDC8M.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="SRL8Lvc.jpg" data-src="https://i.imgur.com/SRL8Lvc.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> And I also had a go at making a character using the Rob texture, in hopes of finally giving totally-not-Apollo Crews the push he deserves:</p><p> </p><p> <img alt="0ceoqHG.jpg" data-src="https://i.imgur.com/0ceoqHG.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="xxIvnVG.jpg" data-src="https://i.imgur.com/xxIvnVG.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="6alRPTK.jpg" data-src="https://i.imgur.com/6alRPTK.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="kXS6Epu.jpg" data-src="https://i.imgur.com/kXS6Epu.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I'll keep posting as I go just in case anyone out there finds a use for these, and I'd be happy to hear any suggestions. Also, if anyone has any random/custom workers in their game that they'd like a new render for, I could give it a shot. No promises it'll be any good, though!</p><p> </p><p> And on the subject of a prop pack for making alts, once upon a time there was one, but the link seems to have been down for ages:</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="james_07" data-cite="james_07" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41232" data-ipsquote-contentclass="forums_Topic"><div>Hi all i have made a props pack of sorts for T-Verse that includes Hair, Facial Hair, Clothes, Hats, Masks and some other accessories.I cut the hair and facial hair from worker pics from the mod as well as clothes and hats, masks except for two sting type masks i created from scratch and a few accessories which have been converted from the C-Verse props pack.A few clothes might have been converted also from the C-Verse props pack to fit the T-Verse style.<p> Hope this helps anyone who might be looking for props pack for T-Verse, Link is below</p><p> </p><p> <a href="http://www93.zippyshare.com/v/D3iQ09fl/file.html" rel="external nofollow">http://www93.zippyshare.com/v/D3iQ09fl/file.html</a></p></div></blockquote><p> </p><p> So sadly, unless by some stroke of luck someone still has the files saved somewhere, I think it'll have to be rebuilt from scratch.</p>
  5. Wow, thanks jhd - unsurprisingly coming from you, that was super helpful advice! I toyed around with GIMP a bit (I've always used an old version of Photoshop, so it's still quite new to me) and realized what I was doing wrong - I was attempting to re-size the entire layer for the outline rather than using the "Grow" selection function. I also realized while I was doing it that the TVerse renders all seem to have a black border (2 pixels, unless I'm mistaken?) around the outside edge, which I hadn't noticed before! So, with those corrections made, here's the result: a sibling tag team I've creatively named The Young Guns (I'm sure nobody will be able to guess who they're meant to be a spin on). I'd still appreciate any other advice, though, and will be sure to PM you a render to see if you spot any issues. I've also grabbed the Lee and Rob textures to mess around with, so expect to see more from me in the near future. Since you were kind enough to respond, I did have one other thing I'd been wondering at: how are you guys making the masked TVerse renders? I can't even find a mask prop that seems appropriate, and I'm assuming you also make all of the mask textures custom? If so, I certainly don't expect a step-by-step process, though if you know where you got the mask prop you use for them I'd love to try my hand at it. I'm just in awe of the amount of work that's gone into all of these renders. And on that note... just, thanks for the work you've done (and the rest of the team, obviously). I've gotten a ridiculous amount of replay value and enjoyment out of the Thunderverse, and I appreciate the monumental amount of labor and dedication it must have taken to bring this world to life. As someone who has been playing TEW since the beginning, I can only think of one other thing that even remotely compares to what you've accomplished: when KetsukiKarasu somehow made renders for literally the entire CornellVerse in like 2 months back in 2004, then promptly disappeared into the ether. And in comparison to that, you guys have been building, improving, and updating this beast for 6 freaking years. So yeah, that was just a long-winded way of saying... thanks. You guys are incredible, and the mod deserves all the praise it's gotten over the years and then some. Can't wait to see what you've got in store for 2020.
  6. Hey all - been a long while since I've been around or made a post here, but with the release of 2020 I've been inspired recently to pick up my old Thunderverse save (6 years and counting, baby!). I did a few renders back in the day for other mods, so when I saw the discussion here around making new TVerse renders I figured I'd give it a shot! Following the advice from various helpful posts in this and other threads, I've made a few renders for random re-gen workers in my game while keeping the style and format as close as possible to the TVerse "standard," and thought I'd share in case they might be of use to anyone. For what it's worth, I'd love to hear any feedback on ways to improve and/or get closer to the real TVerse renders - in particular, I'm having a hard time replicating the black "outline" that the official renders have (I've tried simple stroke effects and using upsized black alpha selections in Photoshop/GIMP as suggested by old posts, but it still looks wrong to me). Also, thus far I've been using the Sol texture for M4 for all of my renders - the others I've tried all look wrong for some reason, though it's clear from looking at the old renders that quite a few textures were used. If any of the other folks working on new renders (or any of the official team, if they happen upon this post) have recommendations for skin textures (especially for non-white skin tones), I'd really appreciate it!
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