razorace Posted January 19, 2003 Share Posted January 19, 2003 As MotF's Coder and Team Lead, I'm responsible for implimenting all our features. I'll try to post here to let everyone now what I'm currently working on. Also watch the rest of this forum for more up-to-the-minute information on MotF. Link to comment Share on other sites More sharing options...
razorace Posted January 19, 2003 Author Share Posted January 19, 2003 I'm currently finishing up the rewrite of the splash damage code. It's now much more realistic with ghoul2 hitdetection and fragmentation / concussion damage simulation. However, I've been have a lot of trouble getting it to work. My projectile math was a bit off. I think I have it now, but I haven't tired it. Link to comment Share on other sites More sharing options...
razorace Posted January 21, 2003 Author Share Posted January 21, 2003 Ok, the core splash damage code is done after DAYS of working on the damn thing. ASk proved the key to getting it done. We're currently working on getting the weapons set up for the new system. Link to comment Share on other sites More sharing options...
ASk Posted January 21, 2003 Share Posted January 21, 2003 /me comes to razorace /me points "Hey do this" <Razor_Ace> wtf? it worked I still say that Razor_Ace is responsible for it being done. Still, You are Welcome Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Author Share Posted January 22, 2003 Razor Ace: With the explosive hit detection core complete, I have turned over the job of filling in the explosive weapon data over to ASk. I'm now turning my attention to the dismemberment code. It needs to be updated with ghoul 2 hitzones, plus we're considering some additional uses for the system. For example, with the more realistic explosive damage modeling, we're thinking about reimplimenting "gibbing" to reflect the fact that you're not going to survive a direct hit by a fragmentation rocket with a intact body (dead). What we do will be restricted by what the system can do, so details will be reveiled as we progress. Link to comment Share on other sites More sharing options...
razorace Posted January 22, 2003 Author Share Posted January 22, 2003 Oh, I forgot to mention the big news of the day. Wudan has figured out a way to merge .gla files together! With this knowledge we can now do new animations for MotF! Unfortunately, Ytmh doesn't have a copy of 3D studio Max, so new animations in MotF will have to wait until Ytmh has a copy. If anyone knows where we can get a copy cheap, please pm me. Link to comment Share on other sites More sharing options...
Khier Posted January 30, 2003 Share Posted January 30, 2003 By new animations for motf, does that mean new animations for jk2 in general, as well? Link to comment Share on other sites More sharing options...
razorace Posted January 30, 2003 Author Share Posted January 30, 2003 For anyone with a team that can do a LOT of GOOD animating and coding, yes. I'm not directly related with the gla merger team so I obviously don't get credit for it. They're close, but there's still some additional hurdles that they have run into. So cross your fingers and hope that ASk, Wudan, etc get it working soon. I, in the meanwhile, am playing with the saber code. I just finished rewriting the saber hit detection to make it work a bit better and to get ride of a bunch of useless crap. From my testing, it seems to me that the reason why the saber seems to miss a lot in running fights is because the current camera view makes the saber look like it reaches farther than it actually does. I'll look into what I can do about the camera view to fix the problem. Link to comment Share on other sites More sharing options...
razorace Posted January 31, 2003 Author Share Posted January 31, 2003 Well, I spent today working on making a good 1st person view for the saber. I got it currently set up so the player's view is hooked directly to eyes of the player model. This means you get to see everything the character would see including your feet, arms, all the animations where the saber passes thru your leg, etc. It's working pretty good so far but I need to write a function to make it so you'll have some freedom of movement with your virtual eyeballs. And before you all write in and ask, your eye wouldn't move to look where you're looking. That would require a lot of coding and most models wouldn't support it anyway. I might do it later when I have a better understanding of the Ghoul2 commands. A special skin will be required for this feature to work with other models. I'll probably set it up to use the kyle's model (for the 1st person view) if a custom skin isn't set up for the current model. Also, due to the way the fx effects are handled in the game, you'll not be able to see yourself in mirrors while in the new first person view. Link to comment Share on other sites More sharing options...
Alesh Posted January 31, 2003 Share Posted January 31, 2003 I hope this works better than the normal 1st person view, I hate seeing like I was looking through a camera... and it wouldn't work very well for saber combat, with all those jedi jumps & speed. Link to comment Share on other sites More sharing options...
razorace Posted January 31, 2003 Author Share Posted January 31, 2003 oh it's better than the SP version. It's actually attached to the model now. However, the big downside that I can see is that in real life, and in the game, you can't really see the saber/your hands when you're in the 1st POV. Link to comment Share on other sites More sharing options...
Alesh Posted February 1, 2003 Share Posted February 1, 2003 The big difference here is that in real life you don't need to see your saber to know where it is, since it's your hands that are holding it, and you don't need to see them to know where they are, plus you hve a wider FOV, in the PC (or a console for that matter) you have a square FOV, and you cant feel your "hands" so things need to be a little less realistic I think. Link to comment Share on other sites More sharing options...
razorace Posted February 1, 2003 Author Share Posted February 1, 2003 Very true, but how do you suggest getting that sort of information to the player? Link to comment Share on other sites More sharing options...
razorace Posted February 1, 2003 Author Share Posted February 1, 2003 Razor Ace: Still working on a smoother function for the 1st pvv. I've got the eye movement limiter in place. I'm now working on a way to translate the roll rotation of the model to the view angle. I'm pretty sure I can do it with some math (crappy math ) but it's bedtime for me now. I'll work on it more tomorrow. Link to comment Share on other sites More sharing options...
Alesh Posted February 1, 2003 Share Posted February 1, 2003 Well I only have one idea... and it's pretty lame if you ask me, but there it goes: If you have played some space sims, you'll have seen some of them have a representation of your ship on the hub, which (at least on some) moves like you do (ok i have only seen this once ), so putting some sort of simplified model there could soulve this, but i think it would look reeeeeeally crappy. Link to comment Share on other sites More sharing options...
razorace Posted February 1, 2003 Author Share Posted February 1, 2003 We've been thinking about that sort of thing, but it would take a lot of coding for a single camera view. Link to comment Share on other sites More sharing options...
razorace Posted February 3, 2003 Author Share Posted February 3, 2003 Well, I finally figured out a way to extract the orientation information and have it work correctly. It looks great now. Tomorrow, I'll resume work on the smoother function so you'll have some ability to "move" your eyes around a bit. Boy, I was probably stuck on that issue for the longest of anything I've done for the project so far. Link to comment Share on other sites More sharing options...
Alesh Posted February 3, 2003 Share Posted February 3, 2003 Can we see some screenies of it? (Or realease 2 ) Woops, now they are rolling (I'm just impatient I understand it's not easy... seeing the probelms I have with crappy nwn scripts) Link to comment Share on other sites More sharing options...
razorace Posted February 3, 2003 Author Share Posted February 3, 2003 Why are you rolling your eyes at me? These things take time. We're in the middle of intergrating several major code changes and we need to get them RIGHT first. I'll try to post some screenies soon. Link to comment Share on other sites More sharing options...
razorace Posted February 4, 2003 Author Share Posted February 4, 2003 Still toying with the camera stuff. It's not very playable with full attachment (to the eyes) thou. The view moves so quickly in the flips and spins that it's hard on the eyes. Plus, the left/right leaning for straffing is simple insane. I'll keep playing with it but the system is probably going to have an attachment setting to let people use it without the whirl-and-puke that full attachment brings. Anyway, here are some screenshots of the current system..... Woah, I have a leg AND a foot! I like to call this piece, "Sparks, Two Legs, and the Sky". Coming out of a roll in this shot. Kyle takes a shot nap. Look ma! No..err..anything. (This is the view in the middle of a backflip.) Lando getting a charge out of live...for the last 5 seconds of it. Lando does the electric boogy. Ok, that's enough bad jokes for now. Sides, I'm out of screenies. Later! Link to comment Share on other sites More sharing options...
Alesh Posted February 4, 2003 Share Posted February 4, 2003 Just a question, does this use the "improved" kyle model from 1st person lightsaber or is it the one from the skin? Since if it's the one from the skin i guess it should be possible to make it use the same model you are using. Link to comment Share on other sites More sharing options...
razorace Posted February 4, 2003 Author Share Posted February 4, 2003 The "improved" model is SP is just another skin. Open up the skins for Kyle marked with "fpls" and "fpls2". You'll see what I mean. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted February 5, 2003 Share Posted February 5, 2003 wow, that looks really cool when you do back attacks, does the view look around? i assume so, since you said the camera view is attached to the eyes will the camera be in the next release? this mod actually allows me to tolerate this game in multiplayer Link to comment Share on other sites More sharing options...
razorace Posted February 5, 2003 Author Share Posted February 5, 2003 Yeah, the camera should look back when you backstab. Thxs for the high appraise. Yes, the camera will be in Release 2. Link to comment Share on other sites More sharing options...
Alesh Posted February 5, 2003 Share Posted February 5, 2003 So you are using the one which hasn't got half of the skin marked as clear? Is there any way to make it use your normal model if you aren't using kyle's (It will be uglier i suppose but id preffer that rather than seeing kyle) Link to comment Share on other sites More sharing options...
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