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3d models development

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Horatio:
So what's the deal with wiki 3d armor tracker for NPC clothing, why was it deleted?

Karpov:
I don't know Horatio, but I think that creating the original NPCs clothing in 3d is almost useless; you could use the sprites instead. It would be good to have some new concepts for NPCs though.

Thanks vedaras.

I wanted to tell you about something I'm working on. I've been thinking about how to improve the walk/run animations, and I found a good way to do it. This is what I did: I recorded a video and played it frame by frame, and I found out how the light that comes from the character at night, still moves from hex to hex instead of going forward in a linear way, like the 3d character does. That helped me determine how many seconds it takes to move the character 1 hex forward, and use it in the animation. The problem now is that I don't know how long are the hexes. So I exported an Hexagon in 3d and replaced it for the character, then resized it until it reached the lenght of the hex. However, this is not exact yet. Once I get the right size of the hexes, I will be able to make these animations much natural, because now I have the same measures the game uses and, I don't have to export and test every time I modify it.

It's going to be cool. I'll post something later.

Horatio:

--- Quote from: Karpov on December 05, 2012, 06:07:46 pm ---I don't know Horatio, but I think that creating the original NPCs clothing in 3d is almost useless; you could use the sprites instead. It would be good to have some new concepts for NPCs though.

Thanks vedaras.

I wanted to tell you about something I'm working on. I've been thinking about how to improve the walk/run animations, and I found a good way to do it. This is what I did: I recorded a video and played it frame by frame, and I found out how the light that comes from the character at night, still moves from hex to hex instead of going forward in a linear way, like the 3d character does. That helped me determine how many seconds it takes to move the character 1 hex forward, and use it in the animation. The problem now is that I don't know how long are the hexes. So I exported an Hexagon in 3d and replaced it for the character, then resized it until it reached the lenght of the hex. However, this is not exact yet. Once I get the right size of the hexes, I will be able to make these animations much natural, because now I have the same measures the game uses and, I don't have to export and test every time I modify it.

It's going to be cool. I'll post something later.

--- End quote ---

Sound fascinating, i'm really look forward to take a look at it, Karpov. I'm a bit disapponted about NPCs, though, it means that everything i did was for a naught, discarded, just like that.
Well, godspeed. We're watching your work with interest and i'll get me some popcorn, too.

Graf:

--- Quote from: Graf on December 06, 2012, 05:03:11 am ---I've got an answer to this. It wasn't deleted, it was moved to a different page, which I will reveal later this week. This new page will include "milestones", which is a list of work, that needs to be done, before moving to another task. This is to let people know, what's really needs to be done at  the moment. Once the milestone has been reached - all the content is moved to a regular armors/misc/everything else tracker.

--- End quote ---

Alright, I have prepared the first version of this page, but there are still a few things to tweak. If you have anything to add or you want to suggest any changes - feel free to write here or PM me. Remember, this page is only there to tell, on which tasks we have to concentrate at one particular moment. Obviously, some job from this page has been particularly done already. But what's important, is that you'll need to forget about it until the time, before we move to the related task.

Gob:
I'm soo glad that we are soo close to finnish this project. Keep up the good work guys!!!!!

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