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Re: 1st or 3rd Person?
[Re: bart_the_13th]
#288580
09/07/09 14:20
09/07/09 14:20
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Joined: Nov 2008
Posts: 946
the_clown
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User
Joined: Nov 2008
Posts: 946
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I think it just the same. Well at least in my case. I code FPS the same as 3PS except that in FPS I put the camera in the player's head/between eyes. That way, mirror fx will work plus you can see the player body part, and can change from 1st to 3rd person view esaily(although I dont like that option). True, but not as simple as the body model + hands model solution. And u have to have a very high poly model for the whole body. Also, u have to use ANM_ADD, what makes animation blending very difficult.
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Re: 1st or 3rd Person?
[Re: the_clown]
#288652
09/07/09 20:19
09/07/09 20:19
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
OP
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OP
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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Modeling in high poly is much easier than modeling in low poly.. But i will try to reduce my polycount after finishing the model ( 1 leg has nearly 2k polys atm ). This is the leg (will so higher details as skin/normal/spectral mapping): Now i managed this position flip in MED, by toggling the tool properties of, modeling is much easier ^^
Last edited by Espér; 09/07/09 22:26.
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Re: 1st or 3rd Person?
[Re: Cowabanga]
#288695
09/08/09 07:20
09/08/09 07:20
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Joined: Jul 2008
Posts: 37 Ankara, Turkey
Warchief
Newbie
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Newbie
Joined: Jul 2008
Posts: 37
Ankara, Turkey
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Maybe some levels should be 1st person and the others should be 3rd person. That would be interesting, or maybe you should let the player choose. good idea.
Vekare
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Re: 1st or 3rd Person?
[Re: the_clown]
#288766
09/08/09 13:43
09/08/09 13:43
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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True, but not as simple as the body model + hands model solution. And u have to have a very high poly model for the whole body. Also, u have to use ANM_ADD, what makes animation blending very difficult.
True... I still dont get it in how using ent_blend, and high poly model is needed if you're planning to use it in FPS mode.
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how far can i go?
[Re: Espér]
#289003
09/09/09 21:22
09/09/09 21:22
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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ok.. the plan stands... 1.) but i´ve some consides of the look of the gameplay. My game is settlet in 1944, with a great SciFi part and time paradoxes. but it´s still 1944. Hitler, Nazis, SS and Hookcrosses... I know the amount of all these things from wolfenstein.. But how far can i go, without getting people saing: "What a rassist basterd!" Any opinions? 2.) This is my first "Promo" Title. A Photomontage with the Title-model ( the letters+the cross are models ). What do you think of a Titlescreen like that ( ingame animated and real 3D.. not just a Photo ^^ )? *click on image to enlarge* The "Hit key" text will ingame be shown in the lower right of the screen. I also plan to place the maincharacter in the right, facing the city, with idle Animation.
Last edited by Espér; 09/09/09 22:38.
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Re: how far can i go?
[Re: the_clown]
#289193
09/11/09 09:23
09/11/09 09:23
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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The problem with ent_blend and ANM_ADD is that you cant blend single bones as far as I know. I had the idea of doing it like this: Dont use ANM_ADD at all, but have a second, invisible model with the same bones and orientation as the player model. You animate the player models lower half, using ent_blend and stuff, and constantly reset the upper bones. At the same time, animate the invisible model, read out the bone angles and use ent_bonerotate to kinda "animate" the players arms by hand, using the outread angles of the invisible model. Dunno if this is clear explained tough.^^ explained clearly enough for me, its on my "to try" list
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