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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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the_clown Offline
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Originally Posted By: bart_the_13th
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.

Re: 1st or 3rd Person? [Re: the_clown] #288652
09/07/09 20:19
09/07/09 20:19
Joined: Mar 2008
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Baden Württemberg, Germany
Espér Offline OP
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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.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: 1st or 3rd Person? [Re: Espér] #288675
09/08/09 00:40
09/08/09 00:40
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Bay City, MI
lostclimate Offline
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lol, what is spectral mapping?

Re: 1st or 3rd Person? [Re: lostclimate] #288689
09/08/09 06:18
09/08/09 06:18
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the_clown Offline
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He means specular mapping I guess.
Looks nice.

Re: 1st or 3rd Person? [Re: Cowabanga] #288695
09/08/09 07:20
09/08/09 07:20
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Ankara, Turkey
Warchief Offline
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Originally Posted By: Cowabanga
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
Re: 1st or 3rd Person? [Re: the_clown] #288766
09/08/09 13:43
09/08/09 13:43
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bart_the_13th Offline
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Originally Posted By: the_clown

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.

Re: 1st or 3rd Person? [Re: bart_the_13th] #288771
09/08/09 13:57
09/08/09 13:57
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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.^^

how far can i go? [Re: Espér] #289003
09/09/09 21:22
09/09/09 21:22
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Baden Württemberg, Germany
Espér Offline OP
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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.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: how far can i go? [Re: Espér] #289186
09/11/09 08:50
09/11/09 08:50
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the_clown Offline
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I like it.
And to your problem no.1:
Well, I dont think anybody will call you something like that just because you show these stuff... As long as you dont show it in a positive context. If you make clear "this is the enemy, and he is evil", I dont see why people should complain...
The only reason why Hookcrosses and other Nazi signs are removed from the German Wolfenstein versions is that they are kinda illegal, and as your a german developer, THIS could become a problem... Even if you dont sell it...

Re: how far can i go? [Re: the_clown] #289193
09/11/09 09:23
09/11/09 09:23
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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at my pc (duh)
Originally Posted By: the_clown
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 laugh

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