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MotF: True View Screenies


razorace

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Posted

There's some screenshots of the new "True View" first person view for Masters of the Force. It's still in the prototype stage so it still hasn't been implimented for Non-Kyle models yet. Eventually it should work with all models (with a simple modification) and all weapons (automatically supported). Once it is all up and running, it will be very easy to make additional models work with the 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!

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Posted

I get nauseous just looking at those screenshots. There's a good reason why you're not supposed to have a first person perspective when rolling and flipping...

Posted

It's more true to saber combat. Don't do flips if you can't stand to watch. Or close your eyes during flips.

 

I love it. Make it so that game admins can force it ;P For a true roleplay experience.

 

(oh, and what would it take for me to get my hands on this spiffy set up ... Me LIKES)

Posted

I'm working on ways to keep if from being a motion sickness magnet. The biggest problem is that a lot of animations move SO quickly that it just looks like a big fat blur.

 

As for how I'm going to handle release this data, I'll have to talk to the rest of the team. It seems to me that we should release the source for this to maximize the coverage of this feature.

Posted

Cool. I'll write a tutorial on that spectator cam I ported from Q3. I still think it's pretty cool, I'd like to see it in MOTF. Of course, that's up to you ;)

Posted

Syrup: No, it's linked to the actual eye tag surface on the player model. The model preperation involves blanking out the head on the model. (Otherwise, you'll see parts of the insides of your model's head.)

 

wudan: Maybe, I'm trying to focus my codding time on stuff that actually effects the gameplay. Sides, I'm not really sure there's a need for additional spectator views.

Posted

1. The dooku saber is from Bill's 2 gig JK2 dir, not MotF.

2. Ignore the debug messages in the upper left.

3. Yeah, I suck at saber combat. Bill's such a pull whore. :D

Posted

cool :eek: now thats one thing i always wanted! so when i have a blaster in my hand can i see the same way i can with the saber? (my hand holding the blaster, etc.) one more thing that should be worked out is the force powers, it makes saber combat cheap (pull him down then slash him while spraying lightning on him) how about so you can only do moves like grip, lightning and so on when the saber is off (like the movies) and powers like push, pull and saber throw takes half the force bar and it takes time for it to charge up (mabe jump doesnt take any force)

Posted

i hope this mod gets released soon! ;)

you didn't answer my question though,

 

can i see myself holding a blaster just like i can see myself holding a lightsaber?

i hope so :p

now that you have the cool looking legs mabe you can add sp shadows in mp or is it too laggy?

Posted

Sorry, I guess I missed the question. Yes, you can also use True View with the other weapons.

 

And, no, I'm not planning on implimenting SP type shadows in MP. I believe it takes up a lot of CPU time and it might already be in there (if you look for it). :)

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