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gordonramp

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Posts posted by gordonramp

  1. My list of priorities, in order..

     

    Continued and permanent support for the Lua Language for programming and creation of Lua 3d programs

    Removal or hiding of the loading screen which appears when executing a Lua program

    A built in Gui/menu system

    Day/Night

    Clouds

    Weather

    Some sort of working waypoint system for ai

    Facility for face animation and lipsync.

  2. From what I've seen, people make animations of the mouth doing the basic vowel shapes and then a plugin detects what sound is being played and sends ids to represent the shapes. The other major issue, is you need to animate expressions for the face as well, which would be a lot of work. Anyway, I can't wait till someone figures out how to automate this kind of thing. :)

    Yes, 'Phonemes' are the mouth shapes and the face movements are called 'Morph Targets'. This is the area that needs to be addressed if it were to be supported in the Leadwerks Engine, having facility for Morph Targets. Some Game Engines do support this...The Irrlicht Engine is an example, also the Visual3D Engine, so you can see that this Feature Request is not an unreasonable one.

  3. Fair enough Josh, I just thought it an opportunity to push for such an exciting feature. Like you say, there's plenty more for you to focus on for 3.0 Some clever dude might come up with a simple solution.. Even animating a mouth open and closed has it's merits. Although getting it to sync to the beginning and end of a sound file looks to be a challenge. :D

  4. I'm only interested in this for the sake of professional studios. Independent developers are unlikely to make use of it.

    I find it surprising that you would say this. If Professional Studios would want Lipsinc in their games then of course Indie Developers are going to want the feature, so that their Games look professional. :)

    Does this mean that some form of specific Lipsinc support is a consideration for Version3.0 because Professional Studios will most likely want to use it?

  5. I like the idea of Game quality being on a par with Movies. Except interactive. Watching a Movie is 'One Way Traffic'.. You just sit there and receive. While a Game or 3D interactive content is Two way Traffic. One becomes immersed in a World in which there are choices to be made. This is the difference.. control, the Player has control of the choice making.. just like life. I think this is why people would rather play an interactive game than pay to watch a movie these days.. The more 'Real' we make the games, the more people are going to want to buy them.. That's the object, to get 3D Games as Real as possible. Then people don't have to 'Suspend their belief' to any great extent, the transition is seamless.

  6. When did games becomes movies? This trend needs to stop. When lip sync technology becomes that important for a game then we are all doomed. Lip sync has no affect on gameplay. I don't think I'd ever call it essential. I would put many things above lip sync features.

    Just shooting NPCs keeps games on a very superficial level. Add some plot and NPCs with the ability to communicate and Games can have some depth. :)

  7. I think lip synchronization is against Josh's mentality, and I agree with him on it: It takes an incredible amount of time to implement, various voice artists, and most of all, it's not needed! It can easily replaced by an off-screen voice-over or, honestly, with not-so-perfect animations.

    Well, I haven't been monitoring Josh's mentality but like I said it's an essential part of 3D Game Creation these days.

  8. A major feature that I would like to see.. is facility for 'Lipsinc'. All new games now have talking characters. I just recently tried out the new release of FPSCreator with lipsinc built in. It's easy to implement and is a great improvement for the Gamer when interacting with NPCs. Instead of Characters standing there looking dumb, they come to life. Some form of lipsinc is essential for modern Game Creation.

  9. I'm in favor of providing a built-in skinnable GUI designed for games. I think we'll get a better result with this than a third party library.

    Yep, that's what is needed and it needs to be in Lua.

  10. Thanks M'sG, That works.

     

    There doesn't appear to be any great advantage to 'aligning vegetation to slopes' for trees because they poke out at odd angles. The problem seems to be that there is no 'height adjustment' (That I can find) for trees that are spread using the 'distribute' option.

  11. When you have a large terrain, 2048x2048 it's a slightly daunting task to paint them all by hand and if as you suggest I distribute the trees then go back and 'clean up the areas that would be part of the normal game play area with the hand painted trees' this poses another problem. How do I delete some Trees that have been painted by the 'Distribute command'? I'm unable to select them individually or even as a whole.

  12. Are you setting them with the vegetation option in the terrain section? If so then, just use the "Align to Slope" option.

    Thanks Mack, well firstly I couldn't see that option because I had my Windows 7 text set to Medium which is 125% and the Editor doesn't seem to accommodate the change. So I've set the text to the Smaller option which is default. Anyway, it doesn't make any difference. See in the image below how the trees are set to align to the slope but have root systems that poke out into thin air.

    post-35-082731700 1283332224_thumb.jpg

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