Digital Paint Discussion Board

Development => General Development => Topic started by: jitspoe on April 20, 2005, 11:44:04 PM

Title: New Model Format
Post by: jitspoe on April 20, 2005, 11:44:04 PM
I'm planning on implementing a new model format for Paintball2.  I've convinced myself that SKM is the way to go for now.  It's a skeletal model format which will allow us to do some nice skeletal animation on the players, meaning:
- no wobbly verts.
- blended animations (top half could be firing, bottom running).
- Tagged bones will allow us to place different weapons in players hands and other similar things.
- Higher polygon counts without having a lot of memory use for the animations (of course we'll use LOD's so low end systems won't crap themselves).
- Potential to do silly things like ragdoll physics. :)

For more information about SKM, you can view the sourceforge.net projects page for qfusion: http://sourceforge.net/projects/l33t

Also, a few threads on quakesrc.org have some information about it:
http://www.quakesrc.org/forums/viewtopic.php?t=4731&highlight=skm
http://www.quakesrc.org/forums/viewtopic.php?t=4916&highlight=skm
Title: Re: New Model Format
Post by: Eiii on April 21, 2005, 04:50:32 AM
Perhaps you should have the models separated into parts that can be animated separatly. For example, the lower body for moving/crouching, and an upper body with multiple positions for different guns. However, since many of the guns are the same, you might need one for a group of similar guns.
Title: Re: New Model Format
Post by: jitspoe on April 21, 2005, 12:48:11 PM
The whole point of skeletal animation is that you DON'T have to have segmented models (what Quake3 has).
Title: Re: New Model Format
Post by: Eiii on April 21, 2005, 06:40:40 PM
Does that mean you can animate different bones separatly at the same time? I though it was just a way to displace many verticies at a time.
Title: Re: New Model Format
Post by: loial21 on April 21, 2005, 06:54:01 PM
Leaning and prone positions

Most players that i have got to play DP voiced you their displeasure about not being able to lean or go prone.

Again I dont know much about what you doing just what would be needed to take this game to new levels of fun
Title: _
Post by: Dirty_Taco on April 21, 2005, 09:49:54 PM
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Title: Re: New Model Format
Post by: loial21 on April 22, 2005, 01:04:02 AM
So what do u want?

 A q2 instagig hyperblaster game with nothing but the faster jumping/reflex team to win all maps?

My apology for the above comment first, but tis true.

  You (tacosmell)and others have complained in the past about spray/pray warfare and your disdain about such strategy and maps .

 Now as one of the top rank(ing) complainers (about spray and pray) your offering a complaint and not a solution. I expect more from you than that.

  I am offering an alternative by introducing a not so new and needed concept to jitspoe's beautiful game, its called teamwork.

My second apology for the previous comment.

 Lastly I don't profess to know everything, but I know what fun is and what other people have voiced besides some "leet cheats"   thats u er33t bob/smoke/princess :)  (  j/k  ).
Title: Re: New Model Format
Post by: Eiii on April 22, 2005, 02:43:21 AM
We don't need leaning at all. It, if ANYTHING, allows for more spray. Except, you're almost invunerable to other shots. Strategy? Not any more than camping in a spot and spraying.
Prone... no. Too slow. LIke DT said, this is a fast paced game, and prone is too slow a movement method. Anyway, it gives you NO advantage. You're lower. People have a little harder time seeing you. What could that be used for? SPRAYING! Again.
Title: Re: New Model Format
Post by: jitspoe on April 22, 2005, 04:25:40 PM
While it would be possible to implement leaning with the new model format, the hit boxes are the real issue.  They can only be axis-aligned rectangles.  If somebody leans out, I could expand the hit box, but... what's the point of leaning then?  You might as well step fully out from behind a bunker.

Prone would be difficult to pull off well, because of things like jumping on top of narrow bunkers -- could you imagine somebody going prone on one of those?  Heh, that would look really weird.
Title: Re: New Model Format
Post by: loial21 on April 22, 2005, 08:03:06 PM
just a suggestion :)

prone makes your criticasl harder to hit eeeei, but since this is one shot ur out ...


"what's the point of leaning then?  You might as well step fully out from behind a bunker."


assuming someone is shooting at you at that point. Unitil that happens its a great camper tool
Title: Re: New Model Format
Post by: S8NSSON on April 24, 2005, 02:16:03 AM
Ok a lean would basically equal stepping out becasue of the whole hitbox issue, but what lean would offer is a momentary action (lean out while button held, snap back on release). So instead of stepping out and back really fast to imitate a "snap shoot" meneuver to could press lean, fire, release to do a "snap shooting" meneuver (much easier i think). Maybe a "strafe_spring" setting that would do this action with your strafe keys when toggled. Maybe a default snap distance with a min and max so people could adjust it to thier desired feel.

If the above was implimented I wouldn't even bother with a lean position or animation on the character.
Title: _
Post by: IronFist on April 24, 2005, 10:58:57 AM
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Title: Re: New Model Format
Post by: loial21 on April 25, 2005, 06:36:43 PM
Thank you s8n for making my point for me I am terribly inarticulate. Btw  were your suggestion....

Quote
If the above was implemented I wouldn't even bother with a lean position or animation on the character

Which above suggestion were you referring to? 

Like a lean left / lean right binds, the first lean key you strike would lean you in the desired direction then release the lean key to toggle back to strait.

Btw what is the difference between crouching and what s8n suggested jitspoe? Other than one is crouching and one is leaning. :)

Ironfist knows a good idea when he sees it.
   

*edit  dang I forgot to ask does crouching involve animation?
Title: Re: New Model Format
Post by: jitspoe on April 25, 2005, 07:02:50 PM
Er, what do you mean?  One is leaning and one is crouching... should something else be different?

And yes, crouching involves animation.  How else would you make the player appear crouched? :)
Title: Re: New Model Format
Post by: loial21 on April 25, 2005, 07:26:59 PM
Sorry my fault.

What I mean is there should be no reason why lean can not be implimented :)

The crouch is allowed so why not lean?


Quote
How else would you make the player appear crouched?

I asked this because of s8n statement. My fear is if there is no animation involved how the would you see the Model lean or crouch?

Thanks Bud


Title: Re: New Model Format
Post by: S8NSSON on April 25, 2005, 08:30:02 PM
you wouldn't need a "lean" animation...to the other player he/she would see the whole player shift the predetermined units in the direction they pressed. Upon releasing the "lean" key the character would "shift" back the predetermined units.

It would be such a small shift that it would not look to wierd i don't think.

Yes, there would be a LEFT & RIGHT momentary lean key
Title: _
Post by: IronFist on April 25, 2005, 09:44:32 PM
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Title: Re: New Model Format
Post by: jitspoe on April 25, 2005, 09:58:18 PM
That wouldn't waste bandwidth as all the wait commands are done client side.  Only problem is, I don't think you can fire while it's waiting.
Title: Re: New Model Format
Post by: loial21 on April 25, 2005, 11:24:55 PM
Thanks for the attention in this matter.

It would and does enhance game plame.







Title: Re: New Model Format
Post by: S8NSSON on April 26, 2005, 08:49:52 AM
yeah...I also think it would be a nice feature. Easily implimented too...err....maybe.

I'm thinking that normal movement existing in unison with this feature could be a little tricky (I don't know the code so I can only imagine. Leaning would have to be independant of all normal movement or else you could develope some pretty interesting bugs.
Title: _
Post by: IronFist on April 26, 2005, 05:39:39 PM
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Title: Re: New Model Format
Post by: jitspoe on April 28, 2005, 05:51:41 PM
(http://www.planetquake.com/digitalpaint/images/devel/skm_blob.jpg)

I, uh, still have a bit of work to do.
Title: Re: New Model Format
Post by: S8NSSON on April 28, 2005, 06:05:52 PM
BUT...you got it to compile AND got a model in the game.

Nice crumpled up newspaper model, btw!!!
Title: Re: New Model Format
Post by: jitspoe on April 28, 2005, 06:10:27 PM
If only that's what it was supposed to be! :)
Title: Re: New Model Format
Post by: Eiii on April 28, 2005, 10:03:08 PM
Uh-oh. What was it supposed to  be?

A cube?

Well, at least there wern't any errors...
Title: Re: New Model Format
Post by: jitspoe on April 28, 2005, 11:56:10 PM
It's supposed to be the grunt model, heh.
Title: Re: New Model Format
Post by: Eiii on April 29, 2005, 12:03:09 AM
Well, then you're screwed.
Title: Re: New Model Format
Post by: jitspoe on April 29, 2005, 04:04:04 AM
(http://www.planetquake.com/digitalpaint/images/devel/skm_notblob.jpg)

Now that's more like it!
Title: Re: New Model Format
Post by: Eiii on April 30, 2005, 05:29:53 PM
Yay!

So, it'll animate now?
Title: Re: New Model Format
Post by: jitspoe on May 08, 2005, 08:49:28 PM
Got the lighting worked out now.  It was tricky to get it to resemble quake2's hacky model lighting, but I think it's pretty close:

(http://www.planetquake.com/digitalpaint/images/devel/skm_lit1.jpg)

(http://www.planetquake.com/digitalpaint/images/devel/skm_lit2.jpg)
(the view weapon is md2 and the grunt is skm)

Next comes culling and texturing.  Then optimization... I wonder how this format will comepare speedwise to md2.

And yes, it animates.
Title: Re: New Model Format
Post by: Eiii on May 08, 2005, 11:37:23 PM
Wait...

The guns are already converted?

Why can't we just use the old player model, then?
Title: Re: New Model Format
Post by: jitspoe on May 09, 2005, 12:37:53 AM
Huh?  The guns are in the crappy old md2 format.  I was simply demonstrating how close I was able to get the lighting to the original md2 model lighting.
Quote
(the view weapon is md2 and the grunt is skm)

We can't use the old player model because it's crappy, low-poly, and doesn't fit the bounding box.  The new one will be much better. :)

And just for clarification, the grunt model is NOT going to be used for anything.  It was just a sample model in the skm format.  The new player model will actually look like a paintball player.
Title: Re: New Model Format
Post by: jitspoe on May 10, 2005, 01:40:45 AM
(http://www.planetquake.com/digitalpaint/images/devel/skm_silly.jpg)

Hehehe... when I try using the skm in place of the player model, these are the frames it uses -- looks like people are flying around with their arms outstretched.  Also, look where the weapon is.  It bobs up and down.  So wrong, but so funny.
Title: Re: New Model Format
Post by: Eiii on May 10, 2005, 09:03:38 PM
Need... vid!
Title: Re: New Model Format
Post by: nXe on May 26, 2005, 06:09:26 PM
hey guys, i thought i might add some info supporting SKM, in my opinion, that is.

I really like the idea about being able to see what gun other players have equiped. To me, that would be a help.  Just another factor to know about your enemy.  I also really like the rag doll physics capabillity.

One thing that would be ultimately kick-ass would be the option of laying down... and crawling... that would REALLY add to the aspect of a paintball game.  It also implements another factor of how real pball is played.
Title: Re: New Model Format
Post by: loial21 on May 26, 2005, 07:52:25 PM
Cough (developers).......thank you nXe  I 100% agree with you. Which is unfortunately will get you completely ignored by some and hated by others :)

That was utterly shot down, sadly they...err jitspoe believes it would be to realistic (whatever) and some other poor excuse of looking weird.  BOOOOOO!!!!!!!

Also what status is of leaning? Yes  No

If your going to put allot of time, money and effort into revamping why not do what most FPS do and implement the most common of Model Formats.
Title: Re: New Model Format
Post by: Eiii on May 27, 2005, 09:36:59 AM
Crawling would be pretty much useless, except for another way to make it easier to camp.

* Loial21 is pro-camper.
Title: Re: New Model Format
Post by: nXe on May 27, 2005, 12:32:35 PM
haha... you female doges...

crawling just adds to the aspect of real paintball... omg... so what...

plus, it would enable mappers to take advantage of another style of bunker design or whatnot... ;)
Title: Re: New Model Format
Post by: jitspoe on May 27, 2005, 12:51:00 PM
Pft, it's hard to get mappers to take advantage of anything beyond a box and autococker spawns.
Title: Re: New Model Format
Post by: nXe on May 27, 2005, 04:12:41 PM
jits: I was sort of referring to 'good' mappers... like... they could position smaller bunkers and whatnot near or in higher positions... I can't describe it.

It's wierd because this is like paintball meets Quake... The more you steer Digital Paint towards realistics paintball gameplay, the more it takes away from oldschool DP.  There will be no more rushing... there will be soooo much more strategy to certain maps.  There are so many possibliities and results from turning Digital Paint into realistic paintball, but it would totally revamp current gameplay.
Title: Re: New Model Format
Post by: loial21 on May 27, 2005, 07:23:45 PM
Yeah so what kind of game do you want Jitspoe.    :)

Where  I come from calling someone a "camper" is fighting words.   >:(

 Me pro-camper? or camping pro? I coined the phrase "Rush or Die"  I perfer the  run and gun games like q2 wod or rail wars but I can hang with the best of them when it comes to camping.
 
Who has the "all time flag captures" in dp hard to say but its either Me, Mut or Voodoo@large...? Why would that be, how did we gain this status hmmm by not FREAKING-CAMPING maybe who knows.   

Now leave me alone before you give me STD's. :)

To clear up the learning questions jitspoe? It should only made available when to a person is stationary.
Title: Re: New Model Format
Post by: jitspoe on May 27, 2005, 07:26:09 PM
Well, here's the ultimate plan: two distinct gameplay styles: realistic and arcade.  Arcade would be what we have now where you jump around at 70mph and do insane jumps.  Realistic would be more like the half-life mod, where you move slowly and can lean and whatnot.  In fact, I might even see if we can join forces to make a top notch standalone game.

Before we can do a realistic mode, however, the core engine needs a LOT of work.  So, in short, "Maybe some day, but not today."
Title: Re: New Model Format
Post by: loial21 on May 27, 2005, 08:01:15 PM
Do you perfer to have mods or one combined game?
Title: Re: New Model Format
Post by: jitspoe on May 27, 2005, 08:04:11 PM
It would be one game with settings and/or maps which will specify realistic or arcade mode.
Title: Re: New Model Format
Post by: loial21 on May 28, 2005, 07:43:11 PM
kewl
Title: Re: New Model Format
Post by: nXe on May 28, 2005, 11:45:30 PM
lioal... to be honest, I love how you set yourself on a platform in terms of DP skills... quite amusing... heh...

but yea jits I was going to point out the HL mod -- in fact, i wasn't even sure that I wanted to post my last post in fear of getting flamed for whatever reason....

back at lioal again: I think we both agree on gameplay... so please don't let ego get involved... i don't want to start a complaining fest with you -- but man oh man do i want to -- so bad... we all know who pwns here... ;)
Title: Re: New Model Format
Post by: loial21 on May 30, 2005, 05:54:12 PM
Egowhip :)
Title: Re: New Model Format
Post by: Eiii on May 31, 2005, 08:53:39 PM
Well, here's the ultimate plan: two distinct gameplay styles: realistic and arcade. Arcade would be what we have now where you jump around at 70mph and do insane jumps. Realistic would be more like the half-life mod, where you move slowly and can lean and whatnot. In fact, I might even see if we can join forces to make a top notch standalone game.

Before we can do a realistic mode, however, the core engine needs a LOT of work. So, in short, "Maybe some day, but not today."
How bout "FREAKING NEVER!!!". I'm not as opposed to this as I sound, but if I wanted realistic, i'd play the half-life mod. And, what happened to not splitting the community?
Title: Re: New Model Format
Post by: jitspoe on May 31, 2005, 11:44:04 PM
The objective there would be not to split the community, but to bring in a new community.  We'd have the current people who like the arcade style, then we could bring in a bunch of new people who like  something a little slower paced.
Title: Re: New Model Format
Post by: nXe on June 01, 2005, 11:27:21 PM
jits: i don't think mixing the two games is that smart... maybe... like... the development and community would be one... but I bet the majority would favor one flavor of the game (arcade or realistic) over the other... and if you combine the two into one game... that would be just... doesn't seem to flow... maybe... 2 separate installs...
Title: Re: New Model Format
Post by: jitspoe on June 02, 2005, 02:09:53 PM
It wouldn't really be any different than mods for a single game that completely change the gameplay.  Like urban terror for Quake3 -- they're both Quake3, yet... very different.  From a development perspective it'd just be easier to keep them both combined because 99% of the stuff will be the same; it's just the player movement that would be different.
Title: Re: New Model Format
Post by: loial21 on June 02, 2005, 08:05:00 PM
Do you perfer to have mods or one combined game?

...
Title: Re: New Model Format
Post by: nXe on June 03, 2005, 11:21:29 PM
Quote
From a development perspective it'd just be easier to keep them both combined because 99% of the stuff will be the same; it's just the player movement that would be different.

true. the physics and general movement would be different.  I don't see why maps or textures or models or anything should be different.  yea. i agree with that statement.

Quote
Do you perfer to have mods or one combined game?

IMO -- one combined game.