FOnline Development > 3D Development
Questions and Answers 3D (read the first post before asking a question)
Bones:
ok thank you
just out of curiosity: how are you planning on tackling the gore deaths? If the engine uses the 3D models in real time (which I suppose it does, since otherwise the polycount would be pointless), it will be quite difficult to animate a destruction of the armor/body without going crazy with the polycount.
Having said that, the only way I can currently think of is to have a higher polycount version of each armor/body in the client, with the gore death animations in them. Then, the engine would swap both versions of the model used for the character when dying. However, this means doubling the models in the client, and heavily increasing the polycounts for big battles (unless the engine itself could render the final frame of the death animation of the character, store it in the memory, then would destroy the model itself and replace it with the rendered sprite, but I don't know if this is possible with the current engine)
If only the 'normal' version of the model must be used at all times, there should always be present some inner polygons for chopping the arms and legs, and then separating them in the death animation. The same principle can be applied to the armors as well, but I don't know how well it will look
Just my two cents on the subject :P
LagMaster:
for burst death anim i think a step by step retexture is good, for where you die in case of explision or plasma or cutted by laset if we use some alpha chanel retexture
Gray:
--- Quote from: Bones on May 28, 2011, 08:25:14 pm ---just out of curiosity: how are you planning on tackling the gore deaths? If the engine uses the 3D models in real time (which I suppose it does, since otherwise the polycount would be pointless), it will be quite difficult to animate a destruction of the armor/body without going crazy with the polycount.
--- End quote ---
OK. Gore deaths:
1. Hole in a chest. Models substitution. Just making a copy of every armor with a hole in a chest and exchange the actual model in the moment of death. Blood burst disguising the exchange moment.
2. Laser slice. The same thing.
3. Explosive blast. The same ting.
4. Plasma melt. Keep 2d Animation. What? It looks the same for all armors!
5. Burn. Keep 2D animation.
6. Pulse burn. Keep 2D animation.
So, where is the problem? All we need are particle effects. We can even add SOME NEW animations as head blast, limb cut, etc.
Bones:
oh no problem at all!!, i was just curious if model substitution was possible :P
great news
Gray:
--- Quote from: Bones on May 28, 2011, 11:26:25 pm ---oh no problem at all!!, i was just curious if model substitution was possible :P
great news
--- End quote ---
Every armor change is a model substitution ;)
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