FOnline Development > 3D Development
Character Animations
Jotisz:
Thanks guys. About x format I think it works as I remember I made a simple test with Graf helps though it may have been the fbx format I'm not sure. However I'm confident that there is way to do it.
Karpov:
Ok then, fxb holds the bone hierarchy and animations, so it might be an alternative if you can't convert directly to x. I think I was not using the right script... anyway, good luck with that.
So... I have this new video.
First, it shows 4 animations made for random idle actions. I found how to make it work right, it turns out that it was my mistake from the beginning. There are 2 for pistol, and 2 for unarmed. I'll work on the rest of them. If you have any suggestion, please tell me.
The second thing I show here is the flame for the flamethrower, as an example of specific weapon flashes instead of the generic one, which I uploaded last time by the way.
At the end, there is some kind of stress test I tried to do. Some 3d characters with armors and weapons, worked fine. Then I load a high poly (68.700 tris) model to my character, this takes me down to around 55 fps. Then I add a second model that takes me to a bit less than 30 fps.
Considering that a character model is 1300 tris, plus 2 weapons around 400, armor around 800, we get 2500 triangles in 1 character. I do the math and I get that 55 fully loaded characters would run at 30 fps in my pc (Phenom II 3.10Ghz and Radeon 6800). It's not very good for a MMO. If I do the math again but this time I use bluesuits with mauser, around 1500 tris, I get 91 people in my screen running at 30 fps. Better...
:-\ I don't know.
Enough words:
https://www.youtube.com/watch?v=_eErgzd9kIU
Bye
Surf:
Really good looking Karpov! I like that second new idle animation, fits really good! :) Not sure about the new Flameburst though, it looks a bit odd to be honest. :/ Also, I don't know if it's just me, but "carry weapon on back" is really cool for smaller rifles and such, but looks a bit weird for heavy weaponry as seen in the video. :P
And yeah, I'm a bit worried too about the performance of the game. People with older hardware will most probably not be able to play the game at this rate...
baaelSiljan:
Great anims :) as always.
how many people were on sieges in l2? models here were very advanced, mobs, effects, environment... I think optimalisation is important but it should not be such problem. and it was almost 10 years from now (in my case) on some old athlon and old radeon.
other case: when in 2d i got much lower performance than in 3d on gf gts450 and gf gt8600, 2D: 60 and lower, 3D: 300 - 500
we need to test it, find weak points and optimize, at this stage I think we may make more problems trying to solve it parallel to development, or we need some people who will optimise it continuously. First option should be to lower textures much more, it should be as small as possible, so no need to load and keep big files in memory. Second thing, some model should be integrated with armor, I mean not only helmet on head, but whole head with helmet should be one model - in any place where it is possible (i've looked into some games like l2 or similar and it is solved like this).
I almost finished tutorials documentation viewer, object viewer and working on tickets solution for repository, so we may be able to use some tracker.
Lexx:
As always, it looks fantastic. Guitar is fancy too- such stuff will be cool in far future as well. Playing instruments, sitting on chairs, etc. all that would be possible.
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