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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Sep 08, 2007 4:13 pm Post subject: Date sim |
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i'm working on a eastern-styled (THAT MEANS ANIME LOL) date sim slash FPS in DarkPlaces with a focus on action gameplay and (violent and evil) missions and i'm currently working on the hacked-up md3tag 'appearance' system. It is under GPL license (for data and code) and derived from GPL v1.01 qc. It has yet to recieve a name.
It'll exclusively be real-time lit as well, beefy system required.
here's a shot from it (nsfw), the head is a non-Free placeholder (i have to make a new one). I plan to use the MOVE_HITMODEL feature quite a lot, and yes, there will be more clothes than this. I'm just in early almost-nothing phase
The player is also very tall (view_ofs '0 0 82')
I hope to have some good NPC ai in there soon (its currently old walkmonster lol), and I wonder how it's possible to have the NPC's head (stuck on md3tag) turn to face the player without turning around like a robot? |
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Sat Sep 08, 2007 4:25 pm Post subject: |
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Seperate head model that follows the real model? Add some yaw restrictions, it shouldn't be hard at all; it'll just take some trial and error and tinkering.  |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Sep 08, 2007 7:03 pm Post subject: |
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thanks to daemon, head is now turning towards the player, however it can't ever pitch down
EDIT: PITCHING DOWN NOW |
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Mon Sep 10, 2007 2:07 am Post subject: |
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yay |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Sep 10, 2007 2:11 am Post subject: |
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except the heads fubar when it's time to go animate the body, md3 tag rotation needs to be taken into account now |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Sep 10, 2007 8:57 am Post subject: |
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leileilol: I had a lot of tinkering with tags and other related silly stuff when i made the supertorso mod, and realized it's best to only update the position of the tag, not the orientation, when animating. This way you have full control of it in the QC. _________________ Look out for Twigboy |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Sep 10, 2007 10:33 am Post subject: |
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But what if an animation calls for stuff like laying/resting on the ground? (nsfw) |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Wed Sep 12, 2007 10:23 am Post subject: |
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That's when you have to animate the head tag, and disable the looking at player stuff. Or you could do like I do, add matrix handling to qc and rotate it using them to face stuff in a believable way even with a weird tag angle. But I don't recommend that... _________________ Look out for Twigboy |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Fri Sep 14, 2007 7:19 am Post subject: |
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If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up. _________________ Apathy Now! |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Fri Sep 14, 2007 2:51 pm Post subject: Re: Date sim |
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hehehe.. great work  |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Sep 14, 2007 6:08 pm Post subject: |
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MauveBib wrote: | If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up. |
head turning is on the body's thinks right now
since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Sep 14, 2007 11:23 pm Post subject: |
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leileilol wrote: | MauveBib wrote: | If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up. |
head turning is on the body's thinks right now
since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz |
Any shots ? _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Sep 15, 2007 7:54 am Post subject: |
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as much as i'd like to, no, i would rather keep the unnecessary smut in this thread to a minimum. I'll post shots publically when they've got shirts, pants, and service |
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