Butterman
Gief Pandara
Yeah, good idea, make a JModel section.'Mithrildor' said:@ Butterman:
I've got a question: Can I move all the pages about JModel into one? Make the menu easier.
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Yeah, good idea, make a JModel section.'Mithrildor' said:@ Butterman:
I've got a question: Can I move all the pages about JModel into one? Make the menu easier.
Hopefully I'll have something tonight.'Mithrildor' said:Made the JModel page, changed the purpose of the Design page from a gameplay purpose to a ingame design purpose. The title was misleading and the page was better done with Gameplay. Hopefully the page feels much better now.
Butterman, youve got some updates about the game?
sounds great. working on a few weapon models, will try finish and texure by weekend.'Butterman' said:Got that character model in game. Looks pretty good. Also, got multiple textures per face working in the JModel format, the picture only shows different ones per mesh, but it's working off the multiple-per-face code, just happens that all the faces are using the same texture.
I'm still not ready to say I'm finished with the format. I've got to add in a few last things. But I'm close!
So ya, it's all model format stuff at the moment. But, this is most of the preliminarily work for maps.
cheers mate.'centralnoise' said:Hohoo, I like retorts backstory, sounds logical, realistic and quite interesting. I'd go with that one.
I was thinking about this, but I have no idea how it's done.'giovanni' said:@ Muzz
[If you have enough time]
I (I would never ask something that's only for me, I think it can be useful for all the modeler and artists) would like to have a rigged arm to use it in my models and make a complete animation (it's strange to see weapons that shoot floating in the air).
Maybe we can simply animate the armature to make it compatible with more characters....
I don't know if I can obtain a good result but maybe another animator can....
Thank you
P.S: I tried to make it by myself... But I suck and I don't really know how will look the character...
i should have a test gun modeled and textured by the weekend, i can attach a basic arm to it, but really, does it need to be animated? most games just have the gun/arm constrained to the crosshair. i guess theres a little animation between weapon changes, and when the weapon is idling.'giovanni' said:@ Muzz
[If you have enough time]
I (I would never ask something that's only for me, I think it can be useful for all the modeler and artists) would like to have a rigged arm to use it in my models and make a complete animation (it's strange to see weapons that shoot floating in the air).
Maybe we can simply animate the armature to make it compatible with more characters....
I don't know if I can obtain a good result but maybe another animator can....
Thank you
P.S: I tried to make it by myself... But I suck and I don't really know how will look the character...
crap, i didn't even think about that, arg, your totally right. i say we worry about it when it comes to polish. we should aim to get a test level and some models ingame first, for testing.'Muzz' said:About implementation, only thing i can think of is if we can make a model that only the player can see, (not their opponents), and animate that in front of them, and playing back the animation at the correct times. It would all have to be baked in vertex animation like the rest of it though.
I think that it is a pretty difficult thing to do (hands have to be 100% anatomically correct as well or it would look like crap)
smoothMithrildor said:black is corrupt and evil.