Author Topic: New Model Format  (Read 14165 times)

IronFist

  • Autococker
  • Posts: 1304
_
« Reply #20 on: April 26, 2005, 03:39:39 PM »
Post removed
« Last Edit: July 25, 2010, 11:36:53 PM by IronFist »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #21 on: April 28, 2005, 03:51:41 PM »


I, uh, still have a bit of work to do.

S8NSSON

  • Autococker
  • Posts: 709
Re: New Model Format
« Reply #22 on: April 28, 2005, 04:05:52 PM »
BUT...you got it to compile AND got a model in the game.

Nice crumpled up newspaper model, btw!!!

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #23 on: April 28, 2005, 04:10:27 PM »
If only that's what it was supposed to be! :)

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #24 on: April 28, 2005, 08:03:08 PM »
Uh-oh. What was it supposed to  be?

A cube?

Well, at least there wern't any errors...

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #25 on: April 28, 2005, 09:56:10 PM »
It's supposed to be the grunt model, heh.

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #26 on: April 28, 2005, 10:03:09 PM »
Well, then you're screwed.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #27 on: April 29, 2005, 02:04:04 AM »


Now that's more like it!

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #28 on: April 30, 2005, 03:29:53 PM »
Yay!

So, it'll animate now?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #29 on: May 08, 2005, 06:49:28 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:




(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.

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #30 on: May 08, 2005, 09:37:23 PM »
Wait...

The guns are already converted?

Why can't we just use the old player model, then?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #31 on: May 08, 2005, 10:37:53 PM »
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.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #32 on: May 09, 2005, 11:40:45 PM »


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.

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #33 on: May 10, 2005, 07:03:38 PM »
Need... vid!

nXe

  • Stingray
  • Posts: 94
Re: New Model Format
« Reply #34 on: May 26, 2005, 04:09:26 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.

loial21

  • Autococker
  • Posts: 2807
Re: New Model Format
« Reply #35 on: May 26, 2005, 05:52:25 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.

Eiii

  • Autococker
  • Posts: 4595
Re: New Model Format
« Reply #36 on: May 27, 2005, 07:36:59 AM »
Crawling would be pretty much useless, except for another way to make it easier to camp.

* Loial21 is pro-camper.

nXe

  • Stingray
  • Posts: 94
Re: New Model Format
« Reply #37 on: May 27, 2005, 10:32:35 AM »
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... ;)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Model Format
« Reply #38 on: May 27, 2005, 10:51:00 AM »
Pft, it's hard to get mappers to take advantage of anything beyond a box and autococker spawns.

nXe

  • Stingray
  • Posts: 94
Re: New Model Format
« Reply #39 on: May 27, 2005, 02:12:41 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.