Xyno76 wrote:
I'm getting way ahead of myself here, but when we make weapons, will we make each weapon have its own set of recoil? (like rocket shooters will have flyback launching, while guns have arm recoil)
Anything you can do now in TGE 1.2, you can do better in T3D.
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I think you guys are going to like what I have planned for making animations. Hell I'm giddy as a schoolgirl on prom night when I think of the possibilities. I've asked my father(who has a photography degree from the Art Institute of Philadelphia, and did some cool stuff there) to find an easy way to capture images of a person running, walking, and other basic stuff so I can try and imitate some of the more subtle details of human motion(or as best as can be done with the limited joint constraints of a block figure). Things I know I can improve on right away would include a dip when the legs are fully extended, as well as some shoulder movement when the arms pump. The meshes themselves won't deform, but I plan to take some liberties with the range of motion in the joints, like has been done in stop-motion using small bits of clay to secure parts in normally unattainable positions.
I'm very excited to see what you come up with =)
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ough the fact that the ground seemed to ignore his skis was more of my issue, I bet it would look better without them.
Those are there to show how I can arbitrarily put him together. I could have made one a flipper if I wanted to, but having both as skis helped get the skeleton set up.
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On another note, is the dude suppose to be the silvery color or is a bug you are still working on?
And do you have any work towards getting blocks place-able yet?
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The LDraw bricks are "in", in as much as they display in game. Right now I'm focused on getting an animated player model (which DShiznit is working on/helping with) and a character-design GUI. The next steps will be, as DShiznit said, getting the bricks to display correctly (coloring and fixing a few graphical glitches), and displaying a lot of them. Then I'll probably work on the building mechanics (this actually goes hand in hand with displaying a lot of them), and then some in game skeletal animations tools and vehicle/player-attribute configuration GUIs. Train mechanics will probably go here as well.
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And finally, when setting up the server loading code make sure it is properly separated from the client side code as that is what caused quite a few issues when running my dedi iirc.
Can you think of any specific instances of that problem in given subsystems?