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i... i thought the name was clever...
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I'm back and better than ever! You wanna know what I was doing these 6 months? Well it's in the dang title ya dork!
In 6 months I created 6 models that are... a little rough around the edges, but still I'm proud of, even just think about it, hell even right now, I'm excited, can barely stay on my chair!
There isn't much I can say, but I can at least show you all what they look like. (Or you skimmed past this part and saw what they look liked early)
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TADA!! Well what do you think? You don't need to say anything, let your eyes do the talking.
Sorry I couldn't do a full 360 of them, I lack understanding of programs.
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I don't really have much to say on this that I already had said on this, I guess if you care to know what happened during the process of them or if you want to see some screenshot then be my guest and keep scrolling, but if you want to end here, then I can't stop you.
BUT! Make sure you better read that note in the zip file or else you ain't going 3D next race.
Anyway, enjoy racing with Magnum's enormous fat head, and I'll see you next time!
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Progress of Models
We'll be going from the ones who caused the most pain and suffering form me to do, to the one that took me no more than a day.
Also, warning, there's a LOT of text to read so... brace yourself, your eyes, and your mind.
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Bomberman had a rough transition to 3D.... or maybe I was the one who had a rough transition to 3D. Humble beginnings were experimental to say the least, Maverick Model Maker was the only thing I had learned thoroughly, because it was easier to understand than user unfriendly Blender over there. So starting out, making Magnum wasn't that taxing... for the most part I finished the model in a day and I was making great pace on the animations (even if they turned out a little wonkey), but problems arose when I put his model in the game, as nothing was animating, his entire model was flipped incorrectly (his eyebrow scar is on his right, and image 2 is in Encore Mode), and he was also scaled poorly. The second two were easily fixable, flip the model on the x-axis when editing and scaling is self explanatory, but even then he still did not move an inch, no side glance, no death animation, no nothing! I decide to leave it be for now, but another problem arose, I could not change the textures on his face due to animations limiting the use of it because I guess the animation would break, or something. 4 minutes of research later, I had to add separate heads/faces and extra little things and hide it within the model, after merging all of that and hiding it, I fixed that problem... maybe... because he still wasn't animating. Cut to 1 whole month later of researching and failing to get any clear cut answers to what my problem was, I finally found my answer on the SRB2 Discord server, markers... the model lack markers... I couldn't add markers within Maverick, I had to add them in user unfriendly Blender... which didn't even support MD3's unless I got add-ons to import and export out MD3's and even STILL, I needed to understand how to even add the markers in the first place, though... that was actually much easier than it seems even though Blender is a UI/UX nightmare for me. And after all that work, he started animating, but I goofed up during the marking process due to the fact that the order of marking had to be done in a certain order and in a certain way, but... after all that nonsense... he was done... I clearly underestimated what I had to do to even make one model, let alone 6. Though I guess it was less Magnum's fault and more my lack of understand and research that made this all conspire. So lessoned learned... I guess...
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This one was utter nonsense from the very start. Now I don't know if you know this, but Dolphin Bomber, is the only one out of the entire cast of Bombermen in this group, who has a different body shape (Top Bomber not withstanding...) that wasn't built that well for a model, or I just have a massive skill issue. From the jump her tail was such a hassle to do and fit properly on a kart, I had to do some strange tricks to get that tail looking like this, but another problem appeared... when I was near done with her, i.e. starting her death animations, I realized that her tail completely detached from her entire body, broken into pieces! I would make more a big deal out of it, but visually in-game... none of that could even be seen anyway, so lucky me I guess, gave me a bit of a wake-up call for sure and made the death animation a damn pain to animate. Another weird "quirk" that happened during her lovely makeover was her flippers, the way I bent them made it so that those points within the model were stuck, due to them needing to be on the steering wheel, to the point that I could barely move them, and if I tried then we would be having another tail situation, they just had to be in that shape in that way... forever, thankfully non of the animations that she had required these points to be moved and bent even more, simply just rotated. That whole experience wasn't very fun, she technically would have been the hardest to make if I didn't have beginner issues with Magnum.
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The discussion of Bat Bomber begins and ends with, too much details, out of all the characters I had to do, I dreaded him the most, little did I know the pain that the other two above him would cause me, those troublemakers. Thankfully, to ease my pain with him I used Magnum as a base and worked from there (just like the sprites), the nose, ears, wings, and other miscellaneous details were easy and pretty been there done that. The problem? Oh nothing... but those damn hands and feet, and the tongue I guess... the feet were just tricky, aligning them took longer than expectedand it made me feelstupid... tha-that's it... Now the problem with the tongue comes down to that, sprites can get away with weirder angles and make things look nicer by changing the way it look from certain angles, but here in 3D, I couldn't make the tongue look the way I wanted it to be without it, A, not matching and looking flat, or B, make it look like it was clipping out from his nose. Now aside from the nose clipping shenanigans I chose to do, a new issue came up, his "SPIN" animation. I could not, for the life of me, get it to work the way the sprite did, the teeth just never came out the way I wanted, at least not without restarting the whole thing again, so I settled on whatever image 1 is doing, and moved on. Now I got to hand it off to the hands on being actual hell to even do, look okay, you can't expect a novice like me to make his hands look like hands, believe me I tried..., so I just made a semi-circle and many numbs to make his hands the way they are now. And the cherry on top of this entire overly complicated sundae is that I had to redo ALL his facial expression, because for whatever reason, it never saved correctly, so you can imagine the look on my face when I saw no look on his face. It was disappointment by the way, sounds like I had a harder time with him, but remember, I didn't need to entirely make him from scratch so that's why he's only the 3rd hardest to make.
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Well uh... I don't have much to say for these last 3, they all don't have much going for them, nor did they have any moments where something absurd happened, which is a good thing. The most I have to say about Seagull was that his wings were annoying to set up, the beak was tedious to get done due to it being open for 2/3rds of all his animations, the hat was tricky to make and get right, the scarf was weird to make, and the extra plumage on the back of his head was also tricky, but this time it was tricky to place within him. One last thing I can say is that I forgot to add most of his details early on, so I had to redo him, twice. It's not as bad as you think it was.
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Y'know, I find it kind of weird that Magnum was a nightmare to do, let alone complete, yet even though been my second model ever made, Opus just was massively easier, most likely because I already made Magnum's model and all I had to do was alter it, only problems were that the scarf was a little hard to get right (even now you can see it within the images, the back of his scarf isn't even there), and the sunglasses constantly got misaligned, but over all, Opus was no sweat, thanks to his brother doing all the work for him!
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And last but certainly not least (unless you jumped down here and started with him first), Top Bomber was the easiest and most painless to do out of the entire cast. Simple body shape, simple body type, not too much details, but not too little, the only problem I ever had with him was most that I goofed his animation makers, weird... just like Magnum, seems I've came full circle. And believe it or not, I finished him within an entire day, TODAY in fact (though depending when you see this it could be outdated), which to a novice like myself, I can only be proud of.
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Huh... It's been a while. Too much has happened in these past months, but none the less, here I am today to bring you an update that was really annoying to even conceive.
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Well it's more like a QOL Update more than anything.Universal Changes
All changes made to each character to make them more up to par to base game.
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Individual Changes
- All characters now have redone sprites, I though the originals looked fine, but felt rushed and unpolished.
- All characters now are asymmetrical, mostly to make them look nicer and to prevent weird sprite flipping.
- All characters now have a "Shitpost Signpost", to be honest I didn't even know about this until now.
- All characters death animations are now animated which should have been a given, but hey better late then never I suppose.
- Bat, Dolphin, and Top Bomber all have new voice lines, mostly to prevent repeats voices or because another voice line would fit better.
- The Jetters cast have there voices toned back a bit.
- The Jetters cast also have their voice OGG's "dead air" reduced, which will prevent voices from being unnecessarily long.
- Bat and Seagull Bomber got a couple of voice lines cut down, because they talk to much and attack voice lines shouldn't have been that long.
- Top Bomber now has a new kart template due to his size. (Shoutout @SinCama for the template)
- Dolphin and Seagull Bomber now have new rivals, Seagull now has Bean instead of Cluckoid, and Dolphin now has Zeana instead of Chaos 0. I found it interesting that having a rival from another addon was even possible, you don't need the extra addon but it would certainly improve it. (P.S. I don't even know if I'm allowed to even do this but it's worth a shot.)
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The main reason I even called it "The Soft Reboot Update" was mostly for my future plans with this addon.
The Models are a given, they will happen I just need to figure out what makes Maverick Model Maker tick (how to assign animation frames to the correct sprite frame)! On the plus side I do have a kart model done so... (maybe I should just ask for help later...)
Alternate voice lines may or may not happen, it really just depends on who I find to make the Lua code for me, if I can even find one.
I'm seriously on the fence about the alternate costumes, on the one hand It would be really cool to have all 6 of these Bombers ride on Louies and Tirras, Fantasy Race styled, BUUUUUT, on the other hand would I really want to make 600+ sprites and code individual frames and do the models for those?!...Don't answer that.
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Ultimately, I'm an overly ambitious guy just trying to expressing my love for a show that ended years ago, and learned that not everything that my manic mind comes up with will make it through the though process and conception. I could find people to help me, but I ain't really the outward type, but push will become a shove into a hole of unfulfilled promises, and I'll have to come out of my shell eventually.
Basically, for my first ever addon on this site I came into this expecting this to be a slam dunk, but all I got was an overambitious mindset to try and "stand out" from the rest of the character packs.
...Now that I'm reading over this. This doesn't seem much like a soft reboot at all...
Eh.
It's too late now. ¯\_(ツ)_/¯
Just as soon as this came up. I discovered that someone's voice was broken.
I fixed it...