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Topics - Chessire

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General Discussion / [COMMUNITY] Player contributions to the game's art
« on: August 19, 2013, 12:13:01 pm »
On the last in game meeting some players expressed their willingness to create art for the game. On this thread I am going to give an excess of info on how we make things for PlaneShift. Most of these things will be made more clear if you speak with someone from the team directly and can also be found on the wiki http://planeshift.top-ix.org/pswiki/index.php?title=Creating_Art_and_mods, I am still going to put that info here though, in hope that anyone who is thinking of contributing to the game will have a clear picture of what there is to be done.

Before anything else though I would like to make two things clear. First, how much you get involved with the team is entirely up to you but we will provide any support as long as you ask. Feel free to email Talad (pancallo@netscape.net) or me (daskaroliscg@gmail.com) directly, or join the prospect channel and speak with the team here http://webchat.freenode.net/ (channel to join is #planeshift-prospects). If you wish to join the team as well you can create a profile here http://194.116.72.94/nexus/login.php
Second, for the art submitted to the team we will need a license signed that will grant the game rights on said art. This is to allow the team to edit those submissions in the future and to make sure no other games will use the same art. The credit still goes to the original artists as well as the right to show it as portfolio.


Creating small objects
Small objects like herbs, food, teapots, spoons, amulets, fish, apples, pouches, books, glyphs, such thingies. New prospects that join the team are often given some of these to make as a first task to practice and determine their skill.
These are usually around 200 triangles or less, depends on the exact object. Texture remains smaller than 512x512 in most cases. Please don't simply create objects you would like to see added since there is a lot more to adding a brand new object to the game. Instead, it will be most helpful if you spot an object without a mesh and create that. You can also ask us directly what things we need and get a list of objects that are missing.

2D art
If you wish to create concept art feel free to do it. There is no guarantee your ideas will be used but they will be a help to the team. As always, speaking with us first will help.
On other things for 2D art, we often need icons, additions for the gui and textures to be made. For all of those you will need to contact the team though, as these tasks change all the time you will need information on what is needed currently.

Creating buildings or whole levels
The latest buildings added in the game were the ones of Hydlaa. They are 1000-2000 triangles each and bear 2-4 textures that generally don't go over 1024x1024 in size.
If you want to create a single large building (example: creating a hospital for Hydlaa or Ojaveda's city hall or anything like that) you can probably afford a higher polycount with no serious problem.
If you are interested in creating a whole level like hydlaa_plaza though you will need to speak with the  team for details on how to do it as simply adding buildings in a map will result to an overloaded and laggy area.

Creating character or monster models
A planeshift character is made of 7-8 different meshes that total up to 2000 triangles. These are chest, arms, legs, hands, feet, head, hair, eyes. These use 512x512 textures for the bigger parts (chest, legs, head), 256x256 for arms and hair and probably even smaller ones for the other parts. That's a general guideline, not too strict.
As soon as the character's meshes are created they need to be textured wearing their basic clothes, different textures for the face will give us more customization options for the players, same with different meshes for the hair.
After that we need texture replacements for torso, arms, legs, hands and feet, those will create medium and light armor. The mesh will not change for these armors.
Heavy armor is the same but the mesh changes for the torso part. This means you can add geometry for shoulderguards, metal plates or anything else you like for the chest piece.
Last mesh to be made, the magic robe. This one will replace torso, legs and arms at the same time. If you wish part of the character's arms, legs or chest to be visible on the robe model you will need to integrate them to the robe's mesh and texture. A 1024x1024 texture might be acceptable for this mesh, if not we can scale them down later.
When all meshes are ready they need to be rigged on a skeleton. This one will have: a head bone, a jaw bone, a neck bone, two clavicle bones, three spine bones, a hip bone, two clavicle bones, two bones for each arm and leg, one bone for each foot, a bone for each hand two bones for each finger. You can also add two ponytail bones, wing and tail bones if the race has those. Just remember that adding too many bones can be a cause for lag later in the game. To create all this you can use either bones or biped.
All this will be done in a single file called  a baserig. This is the file that will be used later to extract everything aside animations and textures into files that can be used from the game's engine.
The animations will be made in a different file each and exracted into .caf files using cal3d. For information on how to do that exactly you will have to contact the team or at least read the wiki. I am also not going to add the full list of animations here as there are 20 or more of them and many have special things to keep in mind when making them. If you contact us we will give you everything you need to create them.
More importantly, it is on the team's plans to improve all animations in the game and that could result on having some animations shared between characters. We have not discussed enough on this yet but it may be possible you won't have to make all or any animations for new characters in the future.
After all this is finished there is more to be done to integrate sockets for the character to hold different objects but I suppose you can talk with the team once you have been that far.
To create monsters the principles are pretty much the same only it is quite simpler. You need to create a single mesh, less than 2000 triangles preferably, and do the same as with characters. Monsters often have more than a single texture as they may come in different versions (example, the different kinds of arangma, rats, ulbernauts and more). They also have much less animations to be made.

The team usually has some tasks on priority. You are not restricted by that but if you would like to work on something but don't know what you could give a hand with those. For the moment these are:
- improve characters animations
- complete all wizard robes
- add klyros female

That will be all for the moment, if you feel there is anything I should specify please leave a comment below and I will. :)

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Roleplaying (Communitive Storywriting) / The Arena
« on: April 30, 2013, 08:08:26 am »
The post was for supposed to go there http://www.hydlaaplaza.com/smf/index.php?topic=41256.0

If any moderator reads this, please delete this thread.

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Fan Art / Quest 4 evil
« on: April 28, 2013, 11:35:18 am »
Ok, for some strange reason I feel nervous about this so here is a simple description, as simple as it gets:

Here's a PS comic.
Hope you like.
Sorry if I make fun of people, could not resist!
Hope to make more of these.
Thx, bye!



4
Fan Art / PlaneShift group on DA
« on: July 19, 2012, 05:57:49 pm »
Hi everyone, we just started a PS related group on deviantart and everyone with something to contribute is invited!
The aim of the group is to promote PS related art in DA, make the game more known to the world and get more people to play or join the dev team. Its certain there is lots of cool artwork about PS there and we already invited a lot of people. Should you find you haven't been invited though (I couldn't send more than 25 invites) you can send a join request. The group is PlaneShiftRPG and anyone can submit things even without joining but being a member allows you to put art to the gallery directly.

Link: https://planeshiftrpg.deviantart.com/

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General Discussion / Settings question: Do nolthir speak underwater?
« on: January 27, 2012, 11:55:39 am »
I have had this question for a while, since I met it a couple of times in rps. The race info shows they do remain under the water for long periods, so how do they communicate? Can they speak? They use signs with their hands? Use telepathy? Anything?

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Wish list / Creating alrealy lvled alts
« on: August 31, 2011, 11:44:56 pm »
I recently have been playing with an alt, I created that one to play as a villain character for roleplays and of course I needed him to be strong (A weak villain is doomed to death upon the hands of all the trained righteous character unless you manage to outwit everyone). I would never have the time or even the motivation to sit countless hours and lvl him up so I ended up roleplaying all of his spells, stats and skills as happens with almost all secondary characters. I have even read forum topics on magic saying that its meant to be impossible for a character to become master in several ways of magic.
But if that's true what about alts? Most people don't want to roleplay as the same character all of the time and roleplay scenarios often need some extra character to bring the change.

So, to address this problem without making leveling easier which would result to perfectly trained and overpowered characters I thought it would be simpler to be able to create trained alts once you have a first, skilled character. In other words, all the training you do to your most played character could be transferred to a new char in the form of points to be assigned to any skill upon character creation.

These points could be measured in tria and pp spent on training. For ex, all the tria and pp the main has spent to train the skills A B and C could be used during the creation of an alt to assign him the skills D, E and F. The skills D, E, F may be higher or lower than A, B and C but equal in terms of tria and pp spent.
This gives us an alt able to participate in rps and duels without being necessarily a feeble and dim.

Such a system can be easily abused, anyone who wants to test the other skills and magic ways could just create numerous alts and abandon them later, thus just filling the database of characters. So perhaps creating such an alt could be restricted to only a few times during a year, for ex no more than two trained alts a year. Or chances to create such characters could be given based on the accounts actual playing time, or granted as a right or reward from a GM.

Apart from all this, i am aware that even if everyone likes this idea it will take a good while to be implemented since it probably requires tables and code to be written and skills like alchemy have been on stand-by due to such reasons. I'm still posting this here as an idea for the game.

7
Wish list / Spawn points
« on: January 29, 2011, 07:46:17 pm »
I suspect something like this is already planned, I know that in the future there will be many exits from the death realm leading to various places... but so far there is no sign at all of all this although there are already 4 cities in the game so I decided to make this suggestion.

Right now only exit from the DR leads to Harnquist's smithy, a pretty much random place and the spawn point is somewhere on the grass with nothing special about it. It would be common sense that in a world where people may die and return to specific points people would have built something at the certain areas, some kind of temple or facility, a place where the cursed people would be able to take a seat and maybe wait till their mind is clear again and their body has strength, or some officials could be around to take note of the deaths or guard to keep an eye for illegal persons that return. In general whatever tradition would dictate for the situation, maybe in other areas people would respect those who went through death enough to let them go even if they were illegal, creating a sanctuary in that place. But having the dead appear on Harnquist's backyard... well that won't do at all.  :thumbdown:

In any case perhaps it would be a good idea to add such an area in cities from their initial plans since its a really important place for Yliacum's civilisation, It has both religious and everyday meaning as a church and a hospital combined may have for us.

Please do comment :)

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Complaint Department / about the water glyph
« on: November 06, 2010, 07:58:55 pm »
SPOILER WARNING: In this thread i include information about glyph combinations for spells... in case you want to discover them ingame.

I've been troubled by this for a pretty long time and i thought its best fit for the complain department although i guess there must be a reason for every thing.
A search on the forum about it didn't reveal any similar topics to me.
Still, i want to ask, why is the water glyph so rare? it can only provide mostly realm 2 spells and it is necessary for three of the five blue way spells (of which only freeze works currently) if we exclude frozen ground that requires another GM glyph... Alright, rinse can give mana which makes it a valuable glyph i suppose. But what happens of the characters that actually want to include blue way in their attributes? I play a nolthir and i consider it reasonable for her to have some talent in the blue way... i can still train it with the freeze spell but i can't actually use it for anything else than kill off rats. And of course, there are several people that have a character that wants to study blue way.

I'm pretty sure everyone knows of these things so i won't keep babbling about them, i just want to ask why the certain glyph is so rare... of course it is nice when some glyphs are rare and can be rewards for GM events but the particular one is taking out of the gameplay a whole way. Lava glyph is a much better case... offers great power so its wanted by many but red way is still playable.

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