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Playermodel - When Can We Get It?


sparhawk

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Oddity, what are you working on right now? I wondered when we can get the playermodel for our thief ready to put it in the game? I will need this to finish off the lightgem. It doesn't need to be right now, because I still have to code a little bit, but I'm pretty much finished now, and for the final adjustments I definitely will need the playermodel. Or will our model have the same dimensions as the Doom 3 marine? In that case it wouldn't matter much probably. Do you have already plans for it?

Gerhard

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I doing some (long overdue) work for NIghtblade right now.

 

Our player model will not have the same dimensions as the doom guy.

I suppose I can knock up a basic version of it for now and them I can make the proper one later on using the same dimensions. The version you need doesn't even need to be textured.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Leet Character Emporium is down atm. What's up?

 

And yeah, what is the score with NightBlade atm? It's been aaaaaaages since anything new was announced. I've all but given up on it now. I know it's there but I'm not even looking forward to it because there has been no clue as to what is going on. I did actually think it had been cancelled at one point, but then someone posted something at BCG forums about MP testing.

I want your brain... to make his heart... beat faster.

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They caught me hosting child porn and suspended the account.

I don't know how close NB is to release, I don't really keep track of it. It's not my kind of game to be honest. THey were just concentraing on ALien Swarm for a long time and put NB on the backburner.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Nightbade isn't Thievery 2 though, it's a very different game. There's a lot more focus on combat, and there's a new undead faction called Shades( the models I'm woking on ATM)

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I doing some (long overdue) work for NIghtblade right now.

 

Our player model will not have the same dimensions as the doom guy.

I suppose I can knock up a basic version of it for now and them I can make the proper one later on using the same dimensions. The version you need doesn't even need to be textured.

 

That would be ok then. Actually the only thing that I need is the bounding box for it. The bounding box must be a few units larger then the actual model, and my testsurface must be completly contained in there. I can send you the Blender file with my current model, and it would be good if you create them both together. Can you read Blender files? I tried to use your version but I couldn't modify it, as I have no clue how to use Ligthwave and I don't want to spend time learning it, just for that. I can give you my model and some screenshots though, so you will know what I need.

The only thing that I need to make sure is, that both models (bounding box and testsurface) share the same pivot/center point. Currently this is not the case which causes some minor troubles. If you can do all three of these models, then it would be perfect. But there is no big hurry right now, because for now I can work with the marine model as well, and later on we can tweak the variables and freeze them, once we know how they should be set. I have created console variables for all the parameters of that testsurface, and now it is pretty easy to do this onscreen in the game.

Gerhard

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What do you mean by bounding box?

THe AI models use per poly collision, they also have the ragdoll collision boxes.

Is the bounding box the clipmodel? Just one big rectangular coffin around the model?

I'm not sure how that works, because the model in the t-stance has his arms stretched out, so do you include the arms in the box or not.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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What do you mean by bounding box?

THe AI models use per poly collision, they also have the ragdoll collision boxes.

 

They don't IMO. This would be extremly inefficient, but I could be wrong. Maybe Isht knows some details.

 

Is the bounding box the clipmodel? Just one big rectangular coffin around the model?

I'm not sure how that works, because the model in the t-stance has his arms stretched out, so do you include the arms in the box or not.

 

I'm not sure wether the bounding box is animated as well. I guess I have to ask Ishtvan about this, because he did much more with the AI then I did. Anyway, my testmodel should be a bit smaller then the actual mode, then it would be ok and would be indepedent of the collision model as well, as I never move this model around on it's own. It will always be synced with the playermodel.

Gerhard

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They definitely use per poly colision for projectiles, though you can switch that off, but it is on by default for all the models.

Then there is the ragdoll collision boxes which come into play when the AI is killed, and then there is the clip box whch dictates how close the player can get to the model.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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If I remember right, the AI has a box around it, called the clip box or bounding box. I believe this is defined in the AI def file with the mins and maxs key/values. These vars are two 3d points relative to the origin that define two opposite corners of the box.

 

This box determines what size doorway you can go through, where you can walk on the map, etc. I don't think it has to fit around the outstretched arms in a T stance, because then you would have trouble getting thru doorways if we always assume the player has their arms stretched to either side.

 

It's also correct that projectile collision is done per-poly, although Brian thinks it doesn't check the per-poly until it gets within that simpler bounding box.

 

For Sparhawk's case, he wants to place the inward-facing camera somewhere where it will not intersect part of the map geometry or a model. I think this would be the simple bounding box (defined in the def file), because this is what determines when you bump into things when you're walking around.

 

[EDIT: Problem: I can't find the mins and maxs in the player def file to set the player bounding box. They're there in the AI def files, but I'm not sure where they're set for the player. Someone on D3World probably knows. ]

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