Player-specific gibs

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Player-specific gibs

Postby iSuck » Sat Sep 15, 2007 2:56 am

I know this has been brought up many times, but almost always as a sub-topic response. Why do we still have robots with stomachs?

I am fully willing to model some pistons, gears and springs for the Quark, but I need to know a few things:

Would the developers (I mean the people who publish it) be able to incorporate a model specific gib system? It couldn't be that hard of a matter to add a blue layer to the red blood to make it purple, or darken it to make it black oil.

Can I use alpha in my gibs, to make a clear piston or something?

Will someone help me get it to the right format... PLEASE. I can't get blender to import or export correctly, and I know there are definitely people who can.
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Postby bengreenwood » Mon Oct 01, 2007 8:19 pm

Oh yeah, it would be awesome to have robots that explode into big lumps of metal, like plates, bolts etc. If they bled black oil instead of blood that would be cool, too.

And when you gib robots, they could literally explode, too, as you blow up their power source. You could even have parts of legs/ arms that kind of spasm about on the floor like parts of C3P0.

They could even have different damage effects- like when you shoot them, you can see sparks coming off them and hear bullets bouncing off the metal.
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Postby iSuck » Mon Oct 01, 2007 9:54 pm

Thanks for replying, it's been a while since I posted.

Your idea about sound effects is good. It would be just as easy to incorporate sounds into the branch of the program relating to damage-I don't know how easy that would be, but it would be on the same if/then (if damage is applied to robot character... chech for death, play sound, add damage to health, add damage to armour)

Anyway, I think I'll get to work now making the robogibs. Since no one replied about the alpha, I'll just make it all opaque.

The explosion thing you mentioned might work, but it would be distracting, and it also couldn't be allowed to deal damage, or everyone would choose a robot to kamakazi.
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Postby bengreenwood » Tue Oct 02, 2007 3:37 am

No problem, it's a cool idea, I've had many similar thoughts myself.

I don't know if anyone intends to program this in, but if they don't, I'll probably end up doing it myself in a year or so. I bought a good book about programming C++ a few weeks ago, and I'm making some pretty good progress.
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Postby KadaverJack » Tue Oct 02, 2007 5:18 am

iSuck wrote:I don't know how easy that would be, but it would be on the same if/then (if damage is applied to robot character... chech for death, play sound, add damage to health, add damage to armour)

Different gibs/sounds are fairly easy to do, but there needs to be an additional file for each model that defines which gib-/sound-set it should use.
Replacing the blood might be a problem, i don't know if that could be done using the effectinfo.txt (i guess it is possible, but if it's not, it might require changes to the network protocol).

Anyway, I think I'll get to work now making the robogibs. Since no one replied about the alpha, I'll just make it all opaque.

Afaik you can use transparency on models, but just like on maps you have to use a shader to define which parts of the texture are transparent.

bengreenwood wrote:I don't know if anyone intends to program this in, but if they don't, I'll probably end up doing it myself in a year or so. I bought a good book about programming C++ a few weeks ago, and I'm making some pretty good progress.

There's no C++ involved here... The game code is entirely written in QuakeC. If you know how to use loops & conditionals in any programming language, you can learn qc in a few days... (finding your way around in nexuiz' gamecode however might take a bit longer)
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Postby leileilol » Tue Oct 02, 2007 6:09 am

I think the bots could explode in a nice shower of pretty sparks
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Postby ai » Tue Oct 02, 2007 7:27 am

leileilol wrote:I think the bots could explode in a nice shower of pretty sparks

Or in a mininova damaging anyone near it a little :D
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Postby bengreenwood » Tue Oct 02, 2007 5:15 pm

It'd be really cool to blast away at an android with a machine gun and have masses of sparks coming off it. Maybe we could get some metal ricochet style sound effects like the ones in HL2.

BTW if Nexuiz is just Quake C, how do you do all the fancy graphics stuff? Is that just the Darkplaces engine? Also how the hell do you make bots in Quake C if it's really simple?

I think I'll have to have a go at it, once I've finished my C++ book.
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Postby KadaverJack » Tue Oct 02, 2007 6:44 pm

bengreenwood wrote:BTW if Nexuiz is just Quake C, how do you do all the fancy graphics stuff? Is that just the Darkplaces engine?

I was talking about the game logic, to replace gibs you don't need to change the engine. Darkplaces is written in C of course (it will compile with a C++ compiler, but it doesn't use anything C++ specific).

Also how the hell do you make bots in Quake C if it's really simple?

pretty much like that:
http://svn.icculus.org/nexuiz/branches/ ... iew=markup
http://svn.icculus.org/nexuiz/branches/ ... iew=markup
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Postby ihsan » Tue Oct 02, 2007 9:40 pm

bengreenwood wrote:It'd be really cool to blast away at an android with a machine gun and have masses of sparks coming off it. Maybe we could get some metal ricochet style sound effects like the ones in HL2.

BTW if Nexuiz is just Quake C, how do you do all the fancy graphics stuff? Is that just the Darkplaces engine? Also how the hell do you make bots in Quake C if it's really simple?

I think I'll have to have a go at it, once I've finished my C++ book.


If you want to mod Nexuiz read this:
http://tutorials.moddb.com/77/learning-qc-for-nexuiz-part-1/

It was written for nexuiz 1.5 i think but i think it all works.
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