PlaneShift
Gameplay => General Discussion => Topic started by: Funhouse on July 25, 2002, 05:33:52 am
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sorry, i just made some more models. I\'ll just post a link to them in case nobody actualy wants to see them :D
my sword (http://funhouse005.tripod.ca/dragonsword.jpg)
the model is 240 polys
Let me know what you think
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The textures are what really makes these models. What are you using to render these pics? They kinda look like you might have used print screen. I think that they would look better if the textures rendered better. and the anti aliasing that would be applied would not hurt either.
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heh yep good ol print screen, i dont think i can do any sort of rendering from gmax though...
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Wow, those models are awesome, especially the textures, makes me feel all \"rpg\'y\"
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I like the looks of them.... 100% better than anything i could atempt
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Those are NICE. You should apply and contribute to the team, Funhouse. :-)
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You sould see if you can use a plugin renderer like RayMax I am not sure if you can even use it though. and trust me if you think your textures look good now they will look hundreds of times better with hi-res textures.
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Hey funhouse if you would not mind could you check out my stuff and comment? thnx
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I think the swords are really really good. But the texture on the axe sucks. The blade of the axe is very strange too. You may fix those.
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Pretty nice looking.
Is there any way of adding animation effects to the weapons such as emanating fire from a sword?
I\'m thinking that by developping special effects for the weapons, such as moving animations, bright reflections, or what not, a boring-looking weapon can be made to look very cool.
If you can somehow provide objects with cool effects, much less work is needed for in the art, and probably makes the game run faster if the models are less detailed.
I was reading about the Doom 3 engine. Instead of using a character with a polygon count of a million, they use a program to convert the million-polygon format into its engine format, making it around 4000 or 5000 polygons. However, using supplamentory effects, the characters look almost the same as their million polygon format! Now that\'s one sophisticated engine.
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Originally posted by Rageburst
Is there any way of adding animation effects to the weapons such as emanating fire from a sword?
I think so, if you code it to play some kind of \"idle\" animation that loops all the time (unless player hits, draws, holsters, etc etc)
You could make the idle animation anything you want, if you want fire coming out of the tip you could use some sort of sprite, although I guess this would require some extra coding, it would be rather cool.
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They could create a simple particle engine for the game if the 3D engine doesnt already have one. With OpenGL this is relatively easy. Once you have your particle engine you can then have points of reference on your weapon models that will produce the particles, such as fire, light, frost, acid... whichever effect you would like. This same method has been used within Asherons Call. And if you want to make the models look even better you can have very shiny blades that can cast reflections... A reflection of a flame and an enemies face would look so cool, but may be a little too ambitious at this point... but yes, Particle Engines are pretty easy stuff and can be done with minimal effort.
-Lana
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I was poking around the files for the game and saw an option to turn on partical effects. but when i changed the setting nothing happened. i didnt expect anything though. but it could be there for later additions...