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Date sim

 
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Sep 08, 2007 4:13 pm    Post subject: Date sim Reply with quote

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

PostPosted: Sat Sep 08, 2007 4:25 pm    Post subject: Reply with quote

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. Smile
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Sep 08, 2007 7:03 pm    Post subject: Reply with quote

thanks to daemon, head is now turning towards the player, however it can't ever pitch down Sad

EDIT: PITCHING DOWN NOW
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Mon Sep 10, 2007 2:07 am    Post subject: Reply with quote

yay
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Sep 10, 2007 2:11 am    Post subject: Reply with quote

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

PostPosted: Mon Sep 10, 2007 8:57 am    Post subject: Reply with quote

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.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Sep 10, 2007 10:33 am    Post subject: Reply with quote

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

PostPosted: Wed Sep 12, 2007 10:23 am    Post subject: Reply with quote

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...
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Sep 14, 2007 7:19 am    Post subject: Reply with quote

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.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Fri Sep 14, 2007 2:51 pm    Post subject: Re: Date sim Reply with quote

hehehe.. great work Very Happy
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Fri Sep 14, 2007 6:08 pm    Post subject: Reply with quote

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 Sad

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

PostPosted: Fri Sep 14, 2007 11:23 pm    Post subject: Reply with quote

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 Sad

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 ?
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Sep 15, 2007 7:54 am    Post subject: Reply with quote

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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