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paramecij

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Posts posted by paramecij

  1. I also recommend blender, and some cgtuts or youtube tutorials..

     

    some additional links:

    http://www.makehuman.org/ - Easily generate base human models

    http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&siteID=123112 - Softimage Mod (free), model, rig, animate ...

    http://www.gimp.org/ - Make textures

    http://charles.hollemeersch.net/njob - Make normal maps

    http://www.turbosquid.com/Search/Index.cfm?keyword=game&sort_column=A5&sort_order=asc - Some free 'game friendly' models to be found

    http://www.thegamecreators.com/ - inexpensive animated characters and guns

    • Upvote 1
  2. You could try hooking up with level designers on gamdev.net, indiedb.com or maybe opengameart.org.

     

    My advice? Stick with 3DWS and "programmer art" for now, focus on a couple of good levels to show what you're aiming for, make a website for the game, and use it to invite people to join the development. You're likely to get much better suiting candidates this way.(and you can still give the money to Mike :)

  3. Why not try and do both? Since you said it's for a test program, it would be good exercise. If I understand the "walk" correctly, you could get away with LE's rotation and translation commands only, if used on a pivot that you re-position when necessary. But by directly manipulating the matrix you could do it a bit faster. The pure physics approach probably wouldn't work that well in more complex scenarios (could be wrong), but for a cube on a plane you could start by manipulating the torque and velocity. Best from both worlds would be if you use a physics body for movement and collision with terrain/objects and you animate the mesh manually (that's basically how most games do their characters, just that in your case the character is a cube)

  4. I doubt there's a tool out there that would work perfectly in your case. Better to make your own. By parsing and copying files that are referenced in the .sbx only won't work in cases where the models lua files load external assets, and if you load them in code (obviously). A better candidate I think would be the applog file, which shouldn't be hard to parse :)

    • Upvote 2
  5. I'd say Daimour's effort is definitely good enough.

     

    It doesn't matter if it's not 100% secure, as nothing ever can be, but as Flexman said, all that's important is that reasonable measure was taken. And Encrypting/password protecting assets is considered a reasonable measure - like locking the door to your house is considered a reasonable measure to keep unwanted people out. Just don't leave your key in the lock (hide password). Sure there are some people who can pick a lock, and the door can be forced open by just anyone who's determined enough, but then they can't use sleepwalking as an excuse for getting inside your house in court! As breaking in by picking a lock is a fully conscious act as is circumventing copy protections etc(which in itself is breaking the law), one can't simply argue they didn't know what they were doing.

    But more importantly, the effort and or risk is usually not worth the spoils to the majority and is enough to deter them from it (or they give up quick enough), which is probably the best you can do (with reasonable efforts).

  6. Currently not employed in my field of profession, I'm working for our national television, jumping seats and doing multiple jobs, mainly in playout/ingest/exchange and a bit of graphics and support. But all the increased savings and cuts in the public sector slowly force me to freelance more and more (in video production field, no less!), which greatly interferes with my true love - playing and making games.

     

    One day I hope I'll be able to vote full-time game developer ...:(

  7. Right. And it comes out exactly the same as 8,192 kilometers by 8,192 kilometers (8,192*8,192=67,1).

     

     

    ... so technically the features list could say more than 67 square kilometers, as they often like to do in marketing :)

  8. I have a large collection of various rocks I made some time ago, but still haven't got around to texture them properly. I'm unsure on what's the best way to unwrap them, so there's no distortion, good use of uv space and that it's also easy to paint the texture in an app like photoshop.

     

     

    One of the (many) methods I tried was by marking uv seams on "bigger edges" (don't know exactly hot to put it), so the uv's were split into 3-6 chunks or islands. Then I flattened and relaxed each chunk and puzzled them together tightly into a square and made it fit the 0-1 space.

    From the uv standpoint I think the results look good, but the problem for me is painting the texture afterwards in gimp. I can easily texture each uv chunk, but making the seams not visible is near impossible or too time consuming.

    Is there something like mudbox, only cheaper, out there? I do have access to Zbrush at work, but is something like this possible in Zbrush, or maybe even in photoshop? (painting with images over the lowpoly model, seamlessly over uv chunks)

     

    Or some other, preferably more automated way of unwrapping (I have like 50 of them) and then painting these stones?

     

     

     

    post-954-0-31108200-1331260400_thumb.jpg

     

    A couple of the lowpoly rocks (150polys), with normal map baked from highpoly version, and badly done diffuse texture

  9. I apologize. I didn't want to start any VS war. I'm indifferent to such things, instead of "taking sides" I rather try to maximize on everything that's available at any given time. So I own all three systems, and equally enjoy playing whatever good games each platform has to offer. I was just annoyed by the "lower quality life" sentence... I could argue that if you're a real gamer, but are religiously sticking to one platform, you're missing out on some really good games!

     

     

     

    I don't want to vote because I know only Crysis 1 and Uncharted 3 from the list, but they are surely one of the best looking 3d games I have played so far. Overall I lean towards Crysis, I think it's visual quality is more consistent throughout the whole game, I noticed some areas in Uncharted 3 that didn't look as great as majority of it did. And a good looking realistic visual style is much harder to achieve than an artistic, not that that's my preference, but knowing this affects my jaws need to drop.

     

     

     

     

     

    p.s.: ...at least we can all agree that mac is the worst plaftorm for gaming :D j/k

  10. It bothers me that there is seemingly no sign of any licence on the site regarding the models usage.

     

    Unless I have a clear statement of the right to use royalty free then I tend to assume I probably don't have the right and avoid as I would have no way of defending that in a court of law.

     

    Same here. I'm always careful about these things, not so much because I fear being sued, more out of respect. I wouldn't want my work to be used without permission either, even though If you'd ask me nicely for it, I wouldn't say no..

     

    Still, I got duped one time, I bought a couple of models on turbosquid (which I considered a trusted site), the info page was very solid and detailed (usually not the case), and the "artist" said they can be used in game as he himself tested them out in UDK, so it all looked legit to me. Then some time later I figure out that they were ripped from some game. Still haven't found out which one, but I'm positive, because I've investigated a little, and found out it matches the output of a little tool that can rip game models and textures from any DirectX application at run-time (quite clever actually).. that, and the seller got removed from turbosquid.

    Luckily I didn't use them anywhere before realizing this. I'm gonna open a dispute at turbosquid and see what they'll say about that... hopefully they won't weasel out with an "We're sorry, but the dispute was not initiated under our X-day warranty period blah blah" excuse, and offer a refund.

  11. ...Consoles are just ridiculous and waste of money. They are more expensive than any PC in the long run, because if you calculate quality hours in your life at zero cost, and you get much lower quality life with consoles, it gets very expensive.

     

    What? .. Every single PC I owned in the last 15 years costed me more than both of my consoles combined. Not counting the upgrades, just the initial box,I think every PC I owned was over 600$ .. I bought the ps3 for 250$ .. The price of the console is the same as about 4-5 games anyway.. buying games is what gets you in the long run.. There's no guarantee the game you just bought for your shiny new PC will work on it anyway, still many gfx card/driver problems.. how do you calculate hours tweaking drivers and hunting for patches? And if you equate quality hours with real-life like graphics, I recommend you to get out more, the graphics are so impressive there's a chance you won't want to play anything computer made ever again B)

  12. I've managed to get a somewhat satisfying driving behaviour with the vehicle controller. You can flip the car over doing sharp turns at too high speeds. I couldn't get the brakes to work 100% properly though, but I saw some commands for brakes etc commented out in the .c header, so I thought it would be implemented (or fixed if it was broken) at some point.. of course I realize now that will probably never happen ;)

  13. It's not entities themselves performing fuctions, think of it more like: instead of your code calling engine fuctions, the engine code is calling your functions :)

     

     

    BTW Anyone know what's the story with ENTITYCALLBACK_DRAW today, is it finally working in c too ?. ..and why is there still no documentation on it ?

  14. Indeed, your FBX converter is VERY reliable. But generating the FBX has proven to be somewhat un-reliable by most apps that claim to be FBX compatible.

     

    I admit the support has much improved but I still have a bunch of max files that don't want to export to FBX correctly, but had success with intermediary formats such as .X or .SMD... Not everything you can do in max is fbx-exportable, so you have to be careful in the way you build and animate your model as I have found out. Max displays most of the warnings and errors when exporting, which is sometimes helpful, but some cases still don't produce any warnings..

  15. .. And thanks for doing and posting this, I admit I haven't given this subject much thought before, but It always seemed to me that facial animation was a bit out of my reach. Because most of the pro models (even some specifically made for games) I considered buying for my game had the facial expressions and/or phoneme poses done as morphs, I thought this the only way.. so I would at the very least need to write some form of morph animation shader, a custom exporter for max, and figure out a lot of stuff in between..

     

    But you have shown that skeletal facial animation can go a long way, and that lip-sync in real time is both easy* and cheap (in terms of cpu cycles and money), even for amateur/indie developers! (again)

     

     

    * easy only if you're not as rigging impaired as me :)

  16. What do you mean by 2D masks? Do you mean color-keying (not drawing pixels of specific color), or actual grayscale masks (like in photoshop etc) ?

     

    What are you trying to do with the masks ?

  17. I don't know how the games you mentioned do it, but I would first try something simpler than physics.. I think it can be done reasonably well with just two checks (distance & angle):

    - if the enemy is inside the melee range of the player ( governed by the players current weapon length or reach )

    - and if the player is facing the enemy ( or rather if the enemy is inside the weapons angle of attack )

    - dish out damage to all who qualify or only the closest one(s)

     

     

    Simple and easy to extend, for example you could specify different angles or field-of-damage for each move so you could have 180° backward axe spins etc, just set the proper ranges for the move/animation and it's done. Maybe even add a "Leap to enemy" special power - easy, just multiply the weapons reach, and move/animate the player towards the enemy..

     

    .. maybe this is what you meant with the "just do a cone in front of the player and just damage everything inside" ?

    • Upvote 1
  18. I think UU3D is worth buying, especially if you plan to use outsourced models, which may come in various different formats, or applications from which you cant export directly to GMF or have lacking FBX support,... and it's only like 60$ where 3dmax is around 5000$, and I had more success getting workable things out of UU3D than I did from max..

  19. I think a better method would be to allow loading any type of asset from a char pointer. How you put the data there is up to you. You can store your assets in any type of encrypted and/or compressed file, but the onus is on you to to get it out of the file and into memory...

     

    As an addition to the standard loading from files that is, not instead of.

     

    +1

    This would be killer! ... one of the things I wish for to be (but probably wont) in the new engine...

     

     

    Oh, and I recommend peazip (free) or winrar (you can evaluate forever)

  20. This will be a very fine addition to your engine, I'm sure. Nicely done!

     

    I had a brief look at the Dark Voices pack.. My assumptions are that the real value of the pack is in the provided wav-to-phonemes tool, or rather the pack -IS- the tool, and the head is thrown in as a bonus, correct?. And there are no additional dependencies for the game or limitations regarding the model/rig/animation set-up, so one could use morph instead of bone driven animation for example, or whatever, and the only "glue code" needed is for parsing the generated phoneme file (which should be easy and very cheap to process)? And it seems what makes a difference is the quality of the rig and animations themselves, not so much the quality of the extracted phonemes data.

     

    You did good work on rigging and animating the head, it looks very usable, and I'm sure you'll get even better results with some practice ;) ! How did you do your expression and phoneme animations, are they essentially single key poses, which you blend between at 'playback', something else?

     

    Cheers

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