Author Topic: quick models for faster construction of the game and also special race  (Read 513 times)

Black_rose

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how about basic poses? you know with the hands in the fist position at least uintil late beta this could work :D  think of it, it would make it easier to construct 100 swords facing different ways then 1200 posees holding swords. this would also make sword weilding monsters be a good idea to.

also bonus races. the devs could put them in the game somewhere hidded deep and extremely well until someone found them and showed screenies of them privatle to a dev or programer ect. ect.. then that person could have the dev make that person a character for that race, that characters items, skills, and name would be tranfered to the new char that way they would be the hidden joy of the game. it would kinda encourage roleplaying and put more of a point into the game.


dont give me that search nonsence i wanted a seerate thread cause no one would listen to me on the other one  :]
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FESFES

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« Reply #1 on: July 30, 2004, 10:33:36 pm »
I don\'t get what you are saying on the first one but I like the second one they could be a \"rare species\"

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Black_rose

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« Reply #2 on: July 30, 2004, 10:45:59 pm »
first one is kind of a suggestion to devs and could be intergrated with the second
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Sifright

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« Reply #3 on: July 31, 2004, 01:20:26 am »
the second idea is stupid i wont comment on the first one but my godd that is thick.

zinder

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« Reply #4 on: July 31, 2004, 01:56:17 pm »
For the first idea: That isnt a problem with the animationlibrary PS uses.You dont make a model of a creature with weapon for every weapon it can wear. The creature models can have faces where a weapon can be placed.(same for cloths, armor) So you make one model of the weapon, a set of animations for the creature model. Then every weapon model you place on the creature model will be animated by the creature animation.

I dont like the second idea. First they wont stay rare. Second it will result in people changing species. I dont think it would be favourable for roleplaying if a lot of people are morphed. Also there will be collectors and those who use species like cloth. And third those species wont be able to have an identity. They would be mere skins and they dont have a history/charakter so even roleplayer will have problems to play them consistent.

kastirin

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« Reply #5 on: July 31, 2004, 03:17:33 pm »
From what I\'ve heard, CB uses a skeletal modelling system - the \'poses\' - all the actions that characters can do - are defined by the movements the bones and joints can make.  So the game can even re-use the same skeleton animations, and apply them to different models.  It saves a lot of time because you only need to define an animation once, and only need a single model to apply animations to.