Author Topic: PJ models: cache and slots to avoid clones  (Read 405 times)

Merak

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PJ models: cache and slots to avoid clones
« on: March 16, 2005, 02:00:22 pm »
Hello,

for bandwidth consideration, there seems to be the same model and the same animations for all PJ of a given race (except male/female difference, and soon eyes, hairs and skin).

Is it conceivable to have a cache (as for internet browsers) to enable more personnalized PJ ? (I don\'t know the size of a zipped PS animated PJ model, with textures and so on...)

Then, a PJ is a 3D model with several slots in which animations can be set by the player. The model and the animations are separated packets downloaded to the cache. Buddie\'s elements could remain indefinitely in cache, whereas other player\'s elements are deleted when they haven\'t come across for long.
Because of bandwidth, if a PJ\'s model has not been downloaded in time, it is temporarily replaced by default model for corresponding race. For the animation, either it is replaced by default one, or by a chat message.

Slots would allow a PJ to greet another one by waving from right hand, left hand (for left-handed), both (merry one), or a mere head nod (shy guy).
Each slot of the list would contain :
    - official name : PS reference for the animation
    - animation link
    - command : user defined char string (\"/hello\")
    - chat alias : \"Bob nodded mumbling: \'llo\"

As it is surely a big work to do all these animations and models design, with a default model and a HowTo tutorial, players could modify a model (but not the skeleton) or an animation, and submit it to PS developpers for criticism / acceptation / integration. It would allow to have fat and slim people, left or right-handed...

Is it impossible, or has it been already done in Molecular Blue ?

     Merak


ps: where can I find PS architecture and implementation description ?