working on progress (warning: no warnings about huge pictures or whatever)
by Fyodor "bank" Osokin · 02/14/2006 (2:03 am) · 4 comments
doh!
last week was a kick-ass for me... got lost some files due to the crash of PC while doing backup.. but recovered in a short time.. DO BACKUPs as more as you can! ;) I'm lost already in "test copies" of our project.. every week doing "cleaning" - freeing up about 10 gigs of space..
then we had some problems with loading mission (TLK+Huge interiors).. the answer is: DO FINE TUNE our interiors.. play a lot with "light_geometry_scale"/"light_border_width" together with setting right of portals and details entities.. i'm not an artists, so don't ask me for details ;)
next.. our "avatar" model is almost ready.. one of our most "big" parts of the game will be "personalization" of player's EGO in game..
Already implemented the following (together, mixed, rewritten, combined, etc):
+ Hiding nodes in a model
+ Hiding Meshes
+ Custom Shape Mod
+ Splitting Left and Right Strafe Animations
+ Adding new positions and moves; ie swim, crouch, crawl, prone
+ "Adding new positions" enhancements
+ Sprint Button
(did I forgot anything?)
and now I feel like I know the files player.cc/.h like I know myself ;)
If I find some free time, I'll do post a resource, where all of this will be at once (with all the credits to original resources).
For now our avatar have/can: Walk (W), Run (Q), Sprint (R), Jump (E), Back (S), Strafe left (A), Strafe Right(D), Swim (animation is set automatically when you in water)... huh.. crounch/crawl/prone - all is implemented, but i'm not sure if we will use it in a game... no need...
Then, you can customize (hiding meshes/nodes): different clothing, armor, body parts
Modification of "bones" allows you to change appearance - tall/small, fat, etc...
thinking of "face" modification.. thanks our artists, the model is made in a such way so we can play with face.
For a future we will have a lot of "social" animations like talking, dancing, giggling, etc, etc, etc..
With all of this, it still looks nice, and actualy, avatar can do a lot of "extreme" animations, such as dancing (see my previous .plan, but at that point it was without custom meshes, and animation is not hi-end product, it's just a quick-test).
the .plan? to make it "perfect"..
Polishing now animations, looking for possible bugs in engine (player.cc), etc..
As soon as we'll receive new textures for our avatar, I think I can share with the community some screenshots of how it looks in our game.
P.S. just wrote a HUGE letter to our artist, who working on avatar, to do some more changes in a model.. I've just done "Server Side Melee" implementation into engine.. first try = happy me = works! ;)
Was not sure if it will break anything or not...
anyway, testing, testing and again testing - is our major helper in development..
yours,
//bank & AfterWorld Dev Team
last week was a kick-ass for me... got lost some files due to the crash of PC while doing backup.. but recovered in a short time.. DO BACKUPs as more as you can! ;) I'm lost already in "test copies" of our project.. every week doing "cleaning" - freeing up about 10 gigs of space..
then we had some problems with loading mission (TLK+Huge interiors).. the answer is: DO FINE TUNE our interiors.. play a lot with "light_geometry_scale"/"light_border_width" together with setting right of portals and details entities.. i'm not an artists, so don't ask me for details ;)
next.. our "avatar" model is almost ready.. one of our most "big" parts of the game will be "personalization" of player's EGO in game..
Already implemented the following (together, mixed, rewritten, combined, etc):
+ Hiding nodes in a model
+ Hiding Meshes
+ Custom Shape Mod
+ Splitting Left and Right Strafe Animations
+ Adding new positions and moves; ie swim, crouch, crawl, prone
+ "Adding new positions" enhancements
+ Sprint Button
(did I forgot anything?)
and now I feel like I know the files player.cc/.h like I know myself ;)
If I find some free time, I'll do post a resource, where all of this will be at once (with all the credits to original resources).
For now our avatar have/can: Walk (W), Run (Q), Sprint (R), Jump (E), Back (S), Strafe left (A), Strafe Right(D), Swim (animation is set automatically when you in water)... huh.. crounch/crawl/prone - all is implemented, but i'm not sure if we will use it in a game... no need...
Then, you can customize (hiding meshes/nodes): different clothing, armor, body parts
Modification of "bones" allows you to change appearance - tall/small, fat, etc...
thinking of "face" modification.. thanks our artists, the model is made in a such way so we can play with face.
For a future we will have a lot of "social" animations like talking, dancing, giggling, etc, etc, etc..
With all of this, it still looks nice, and actualy, avatar can do a lot of "extreme" animations, such as dancing (see my previous .plan, but at that point it was without custom meshes, and animation is not hi-end product, it's just a quick-test).
the .plan? to make it "perfect"..
Polishing now animations, looking for possible bugs in engine (player.cc), etc..
As soon as we'll receive new textures for our avatar, I think I can share with the community some screenshots of how it looks in our game.
P.S. just wrote a HUGE letter to our artist, who working on avatar, to do some more changes in a model.. I've just done "Server Side Melee" implementation into engine.. first try = happy me = works! ;)
Was not sure if it will break anything or not...
anyway, testing, testing and again testing - is our major helper in development..
yours,
//bank & AfterWorld Dev Team
About the author
Dedicated game developer.
#2
i want to make avatar system in future that supports changing shirts, pants, shoes, accessories, etc..
your links are really helpful, but i'm a opengl newbie. so i need to study more...
i can't wait for your new resource that implements those all at once..
05/05/2006 (4:30 pm)
great plan!!i want to make avatar system in future that supports changing shirts, pants, shoes, accessories, etc..
your links are really helpful, but i'm a opengl newbie. so i need to study more...
i can't wait for your new resource that implements those all at once..
#3
I've tryed to take listed to make a resource, but I have heavily modified engine already, and didn't get success on it.. And now I'm too busy with implementing complitely new inventory system in game, so don't have time at all to play with it..
May be during a summer I'll find some time to implement all of the listed into clean TGE1.4 and then make a resource..
good luck!
05/05/2006 (4:39 pm)
Rookie, actualy is has nothing to do with opengl.. It's all about the basic programming skills and understanding of how Torque engine is operating in source code...I've tryed to take listed to make a resource, but I have heavily modified engine already, and didn't get success on it.. And now I'm too busy with implementing complitely new inventory system in game, so don't have time at all to play with it..
May be during a summer I'll find some time to implement all of the listed into clean TGE1.4 and then make a resource..
good luck!
#4
05/05/2006 (5:45 pm)
okay, thanks for your answer anyway!
Torque Owner Dave Young