Author Topic: News:  (Read 7717 times)

Seytra

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« Reply #30 on: August 26, 2004, 10:18:02 pm »
Quote
Originally posted by Niber
The screenshot is taken from when me and blueCommand was running around playing there  :]

Sounds like fun to me! :D
Quote
Originally posted by Aware
i doubt dr will be fun but inless there is dead boddies to poke :)


Dead bodies will be in the WOTL. :D
« Last Edit: August 26, 2004, 10:19:25 pm by Seytra »

Icefalcon

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« Reply #31 on: August 26, 2004, 11:02:57 pm »
So, with this uber-cool death realm, do you think we will have a problem with piles and piles of dead people, never ressurected because they want to stay in the death realm?

No female Dermorians? I think that has to be a typo, why would they model it and everything for MB, and then not include it in CB? Seems like a waste to me...

Seytra

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« Reply #32 on: August 26, 2004, 11:07:11 pm »
Quote
Originally posted by Icefalcon
So, with this uber-cool death realm, do you think we will have a problem with piles and piles of dead people, never ressurected because they want to stay in the death realm?

Maybe we could have a special cavern where ppl. can go to die as they please. Or create said tunnel so that there will be no body-pollution in Hydlaa (but it\'s a long way home in case of a resurrection). :)
Quote
Originally posted by Icefalcon
No female Dermorians? I think that has to be a typo, why would they model it and everything for MB, and then not include it in CB? Seems like a waste to me...

Because they changed the model file format so that they aren\'t compatible and cannot be converted but have to be re-created from scratch.
« Last Edit: August 26, 2004, 11:09:12 pm by Seytra »

Zeraph

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« Reply #33 on: August 26, 2004, 11:47:35 pm »
yes, but did you loose the actual models of the Chars, like if they used 3DsMax, couldn\'t they just load the models makes bones & animation & export to Cal3D instead of .spr? I am sure you can convert the raw models to a program you can export cal3d... they must have gotten rid of the model? or lost it...  :rolleyes:
« Last Edit: August 26, 2004, 11:49:06 pm by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Seytra

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« Reply #34 on: August 26, 2004, 11:55:23 pm »
Quote
Originally posted by jorrit
Also note that all models have been redone for the next CB release since we are now using cal3d for animation and this requires a totally different way to model the animations.

Greetings,


Quote taken from on this thread:
http://www.planeshift3d.com/wbboard/thread.php?threadid=9762&boardid=23&sid=aede95ef3ac9bb9a7bfdecf6494eeb46

There we have it from one of the devs themselves. :)

Zeraph

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yes but,
« Reply #35 on: August 27, 2004, 12:15:46 am »
Well that doesn\'t make any sense...
Why would you want to have to totally model a Char over just to make it look different? You can still \"Cannibalize\" as I call it the model & such as taking the legs/arms & building another torso that looks totally different, also you would probably use the old torso anyway, just add/subtract some poly or whatever if you want, if they need to make the cloths different, take the cloths off & patch the model up & re-texture it... maybe they just didn\'t get around to doing this, but why re-model the entire thing from scratch is a complete mystery to me...
All that extra work? ?(
« Last Edit: August 27, 2004, 12:16:26 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

DepthBlade

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« Reply #36 on: August 27, 2004, 12:18:32 am »
Aye good to hear things are going still ^^ The days grow closer!

Zeraph

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« Reply #37 on: August 27, 2004, 12:19:44 am »
Quote
Originally posted by jorrit
model the animations.
:] oh, I think that means re-do \"animations\" only... not the model itself.... I would understand remaking the animations but the models...
« Last Edit: August 27, 2004, 12:21:33 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Vengeance

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« Reply #38 on: August 27, 2004, 12:21:53 am »
They had to be completely modeled from scratch because the MB ones were done in Maya and cal3d requires 3ds max.

Seytra

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« Reply #39 on: August 27, 2004, 12:22:32 am »
I think it\'s more like going from animated GIFs to skeleton-based models. They\'re totally different and thus conversion would be way harder than redoing from scratch.

Edit: Venge beat me to it by some seconds. :)
« Last Edit: August 27, 2004, 12:25:18 am by Seytra »

Zeraph

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« Reply #40 on: August 27, 2004, 12:24:40 am »
Oh really? There aren\'t any good Maya --> 3DsMax plugs? that sucks... :rolleyes:
* Does to see if he can find any.... *

You could have always exported to a format that Maya can export to & 3dSMax can import to...
« Last Edit: August 27, 2004, 12:26:11 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

dfryer

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« Reply #41 on: August 27, 2004, 12:26:03 am »
It\'s Maya->Cal3D tools that you\'d be looking for, as that\'s the format of the skeletal animations that CS uses.
Quidquid latine dictum sit, altum sonatur.

Zeraph

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« Reply #42 on: August 27, 2004, 12:27:28 am »
I know, but they wanted to do it in max, so they would have to export to max or somthing then re-do the animation then export to Cal3D...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Seytra

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« Reply #43 on: August 27, 2004, 12:31:11 am »
Whatever the reason, I trust the model experts that they didn\'t put unnecessary effort into it. I suspect they have thought about it carefully before making the decision.
Probably there were other factors as well that made a redo a better option but anyway I think they wouldn\'t have done so if it was a waste of time.

Kanon

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« Reply #44 on: August 27, 2004, 03:31:31 am »
I think it would be cool for people to just leave their corpses in the plaza if they want to see the death realm. Think about it, a newb downloads the game. Reads the readme, loads, updates, creates a character.
Finally, the load into the game to see.....
A town ravaged by plague where few survive, and those that have are.... mentally challenged (npc\'s)  :))
In CB we trust!