Author Topic: Character Start...need CONSTRUCTIVE Critisism  (Read 43964 times)

nXe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #120 on: June 28, 2005, 11:06:55 PM »
man... that'd be sweet if you'd model the profiler instead... quick question: are there going to be new gun models?

s8nsson: sweet mask... what you have there is perfect.

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #121 on: June 28, 2005, 11:17:09 PM »
There will be new gun models eventually, but let's keep this on topic.

loial21

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #122 on: June 28, 2005, 11:17:57 PM »
not new models but at least paint them with colors

Termin8oR

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #123 on: June 29, 2005, 11:51:27 AM »
Also, another feature for this would be: When the DP player is hit the paint splatter should stay on the body so the next couple rounds or so you see each player with DP hits on them(Paint Stains).

When shooting the wall I like how you see the paint splatter but you should make it stay on the walls/floor/roof alot longer so you see the map being used and every random shot and the spray and pray spots.... gives players a great advantage to watch for the most cover'd areas to hide from sprayers.

-Termin8oR

Eiii

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #124 on: June 29, 2005, 12:18:38 PM »
Yeah, the splats do need to stay longer. And the grenades need to make splats instead of just a stain.

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #125 on: June 29, 2005, 03:42:07 PM »
It's a cvar -- splattime, I think, but that has nothing to do with the character model.  Let's keep this on topic.

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #126 on: June 29, 2005, 11:05:45 PM »
Hmm, problem.  I tried exporting it.  It almost worked, but a) it's freaking huge, and b) random polygons seem to be missing -- not sure why.  Practically all of the head isn't there.


Eiii

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #127 on: June 29, 2005, 11:37:33 PM »
you tried what?

Oh, exporting. I thought you said exploiting.

IronFist

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« Reply #128 on: June 30, 2005, 07:20:46 AM »
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« Last Edit: July 25, 2010, 11:29:10 PM by IronFist »

S8NSSON

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #129 on: June 30, 2005, 08:44:45 AM »
Jitspoe give this a try.
I scaled it down to 56 max units (i may need to change the max units to match gaming units though)

http://www.logictechnologies.com/keith/stuff/dpchar/dpchar108.zip

I dunno what's up with the missing parts...we'll have to take a look once we get the size right.

3dblu

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #130 on: June 30, 2005, 09:27:25 AM »
uh oh that is not cool.  I wonder if in the conversion between poly to mesh verticies were not welded.

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #131 on: June 30, 2005, 10:29:17 AM »
It's something wrong with the exporter.  I found a max script that exports it correctly, but now for some reason the .smd won't convert to a .skm.  I'll look into it more tonight.

Cobo

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #132 on: June 30, 2005, 01:57:51 PM »
a) it's freaking huge, and b) random polygons seem to be missing
i dont think those are random poligons

IronFist

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« Reply #133 on: June 30, 2005, 02:59:44 PM »
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« Last Edit: July 25, 2010, 11:29:06 PM by IronFist »

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #134 on: June 30, 2005, 04:05:30 PM »
Ok, I figured out the problem with the script exporter -- it was actually something I did.  For some reason it was trying to export undefined polygons or something like that (don't really know maxscript... well, I don't know it at all).  I put a try/catch block around it, and it fixed the errors and exported seemingly correctly, but it was still exporting the texture name, just with no triangle following it, so the converter was getting off and trying to read the texture name as vertex data... yeah, that didn't work too well.  Now I need to figure out how to fix the max script so it won't export the texture name when the vertex data is undefined.

3dblu

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #135 on: June 30, 2005, 05:20:32 PM »
Aight cool!! I am very happy it is fixed and not a problem with the model :)
Uh ? when do we get together on the animation end of this chap??

Spydie_

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #136 on: June 30, 2005, 05:33:17 PM »
Jitspoe: an estimate when the new build will release?

IronFist

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« Reply #137 on: June 30, 2005, 07:43:01 PM »
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« Last Edit: July 25, 2010, 11:28:57 PM by IronFist »

jitspoe

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #138 on: June 30, 2005, 09:02:14 PM »
I don't know who's going to do the animation, but we should really get the ball rolling on that.  For now the animations need to match the quake2 player animations.  If you can get ahold of qme (quake model editor), that's probably the easiest way to see what the animations are.  It might be best to use the q2 grunt for reference.  The current player model animations aren't that great.

Try to keep all animations within the 32x56 bounding box, and the crouched animations in 32x28 (half the height).  It doesn't really matter if the death animations go outside of the bounding box.

S8NSSON

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Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #139 on: June 30, 2005, 10:00:43 PM »
ya know that's pretty limiting on space for the animations.
any chance of dynamically changing the hitbox size?
maybe have multiple hitboxes that are attatched to each limb, etc...?

Jit you never said how the new model scale worked out?