Spiderbot alpha testrelease

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby ihsan » Thu Jun 18, 2009 5:17 pm

The community has been asking for melee animations for YEARS now. Never happened. Making the extra animations for just one generic model first makes sense for these pre-alpha things. I'll have something up soon.
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Postby tundramagi » Thu Jun 18, 2009 5:26 pm

ihsan wrote:The community has been asking for melee animations for YEARS now. Never happened. Making the extra animations for just one generic model first makes sense for these pre-alpha things. I'll have something up soon.


Melee weapons without a melee weapon system suck terribly.

There was a 3d fighting game where you used the mouse to control where the melee blade went, that had good melee weapons (as you really needed skill to block etc, or score a hit, because you controlled the weapon.) Nexuiz does not have a melee weapon system thus any "melee" weapon is just a short ranged gun, and sucks.

Also asking for something doesn't mean it will be created: no one is beholden to the 'community', devs are only beholden to themselves and no one who wanted a melee combat system has stepped up to code one.
Last edited by tundramagi on Thu Jun 18, 2009 5:28 pm, edited 1 time in total.
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Postby ai » Thu Jun 18, 2009 5:26 pm

Flying Steel wrote:For vehicles, why use tris? I'd try to go with quads for starters.

5,000-10,000 quads for the top LoD for the largest and least common vehicles.

Vehicles aren't like weapons in that they can take up most of the screen under many circumstances, so be especially careful to avoid overdraw situations.

Games count polygons with tris, of course one models (or should model) in quads to keep it consistent and easy to redo. However, one does not count in quads, so when you say 10.000 quads you mean 20.000 tris which is A LOT for a vehicle no matter how rare it is. I'd say 10.000 tris tops, then we could see how that looks and go from there, add more or take away if needed.
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Postby KillaGrunt » Thu Jun 18, 2009 7:18 pm

I installed it the same way it said to and I have 2.5.1
Image
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Postby ihsan » Thu Jun 18, 2009 8:06 pm

BasePyria with driving animations appended.
Image
http://www.significanceltd.com/test/pyriadriving.zip

As always it's GPL, uses nexuiz folder structure (so you can just change extension to pk3 and use) and all build files are included.

Replaces Pyria.

P.S.
ai wrote:
Flying Steel wrote:For vehicles, why use tris? I'd try to go with quads for starters.

5,000-10,000 quads for the top LoD for the largest and least common vehicles.

Vehicles aren't like weapons in that they can take up most of the screen under many circumstances, so be especially careful to avoid overdraw situations.

Games count polygons with tris, of course one models (or should model) in quads to keep it consistent and easy to redo. However, one does not count in quads, so when you say 10.000 quads you mean 20.000 tris which is A LOT for a vehicle no matter how rare it is. I'd say 10.000 tris tops, then we could see how that looks and go from there, add more or take away if needed.

Even the dominancewar guys limit to 10,000 tris. http://www.dominancewar.com/
Can't get better than that.
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Postby toneddu2000 » Thu Jun 18, 2009 8:36 pm

Wow ihsan, thx a lot!Now I can make test with the percival "open"! :D
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Postby toneddu2000 » Thu Jun 18, 2009 9:03 pm

Image


Now we've to decide:if we choose "open model" now that ihsan made the left- right steering animation, I'll continue with percival v1, in the other way, I'll begin tomorrow with texturing and rigging the closed version. By the way, in spiderbot, there's a modeled HUD, do I realize a car hud also for the closed version or the cam will switch to third person when the player come in?
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Postby Flying Steel » Fri Jun 19, 2009 12:37 am

ai wrote:
Flying Steel wrote:For vehicles, why use tris? I'd try to go with quads for starters.

5,000-10,000 quads for the top LoD for the largest and least common vehicles.

Vehicles aren't like weapons in that they can take up most of the screen under many circumstances, so be especially careful to avoid overdraw situations.

Games count polygons with tris, of course one models (or should model) in quads to keep it consistent and easy to redo. However, one does not count in quads, so when you say 10.000 quads you mean 20.000 tris which is A LOT for a vehicle no matter how rare it is. I'd say 10.000 tris tops, then we could see how that looks and go from there, add more or take away if needed.


Older games counted in tris, sure. But new ones don't necessarily do that, at least not static meshes like most non-character models. I don't know about darkplaces.

20,000 tris still isn't bad IF you have LoDs. I'm talking Unreal Tournament 3 or Crysis level content here, not the standards of ten years ago. At some point you have to count on people having upgraded their hardware.
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Postby Sven » Fri Jun 19, 2009 6:21 am

Image
this vehicle would be awesome it has 2 miniguns which drive out when you want to shoot
its from "traumschiff surprise - Perionde 1" (in german)
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Postby tundramagi » Fri Jun 19, 2009 10:44 am

toneddu2000 wrote:Image


Now we've to decide:if we choose "open model" now that ihsan made the left- right steering animation, I'll continue with percival v1, in the other way, I'll begin tomorrow with texturing and rigging the closed version. By the way, in spiderbot, there's a modeled HUD, do I realize a car hud also for the closed version or the cam will switch to third person when the player come in?


The model is looking good.

Don't switch to 3rd person: that's not that cool (IMHO). Make a hud.

If a person want's 3rd person they can always bind a chase camera button.
Immersion requires first person.
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