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4 registered members (JeyKey II, Quad, mayarik, 1 invisible),
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Re: My Game Progress
[Re: Shadow969]
#162713
10/22/07 14:55
10/22/07 14:55
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
like vec_to_following_bones_origin()?
add me to MSN or ICQ, i got an example in flash, shouldnt be too hard to convert into 3D (not at al actually, just never thought of doing it, lol).
regards,
(sorry for hacking the thread)
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Re: My Game Progress
[Re: cartoon_baboon]
#162715
10/22/07 18:47
10/22/07 18:47
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Nice comeback jumpman, quite impressive  I like how you implanted the rotating bone system together with the bone collision system, great concept !! I actually never thought that it could aid in such a matter to resolve the problem for rotating bodyparts at an accurate way, thanks for showing it  Keep up the great work, waiting for updates. Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: My Game Progress
[Re: Orange Brat]
#162718
10/22/07 21:37
10/22/07 21:37
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
OP
Serious User
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OP
Serious User
Joined: Apr 2002
Posts: 1,246
ny
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hey everyone, thanks for taking a look and leaving comments, its really encouraging especially since the game is just beginning to start. I find the beginning the hardest part to get going. Everything here is done in c-script. Yes I will be putting the how-to on everything, especially the IK, on my website. But remember that its the "Poor Man's IK", so dont be surprised if you dont find any secret vector math or anything, because I use a funny yet simple solution to it  . Nems: So far every important feature is becoming modular, but in the end the demo/game will have everything working together. Ive been able to combine the Bone rotation code to the body collision code really easily, mainly because whatever effect is needed is just called by a single funcion(); in the action's main loop. All these effects have their own little levels made to isolate them and get them working (as you can see in the video). I have my fingers crossed but Ive been literally combining effects with single function calls, and its working great so far. After I iron out some pathfinding loose ends, I hope to put pathfinding, bone rotation, bone collision, scanning and targetting and firing into one single entity! At that point I think I would have a hard time choosing what route to take for my game. Do I make a simple deathmatch AI to test it out? Or do I jump right into the squad AI Behavior? I dont know but Im glad Im getting to that point  But most importantly, all these different effects open up all the other types of games Ive wanted to make. So instead of rewriting the bone rotation code, all I would have to do is include<>;, then name the bones, and call the function. The next few updates will probobly be pretty boring concerning cleaning up the script, but Ill be putting some character concept drawings soon.
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Re: My Game Progress
[Re: jumpman]
#162719
10/22/07 22:44
10/22/07 22:44
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Joined: Oct 2005
Posts: 196
ambe
Member
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Member
Joined: Oct 2005
Posts: 196
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Nice work, I'm looking forward to seeing a workin' demo. ^ ^
- code monkey
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Submachine gun or Rifle? not sure
[Re: Mondivirtuali]
#162722
11/11/07 00:48
11/11/07 00:48
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
OP
Serious User
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OP
Serious User
Joined: Apr 2002
Posts: 1,246
ny
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hey guys, putting up a small update for my game. Ive been working on a simple "search for enemies, find cover if you do" script. So far two teams of placeholder art spheres scan for enemies, alert their allies, then find cover. They then proceed to pop up and fire, then return to ducking. If their position is visible to the enemy (the enemy can see it) the unit will find new cover. The script is bare bones and doesn't use any animation, or the pathfinding system, so its not worth putting up a video of it. However I do have a small update on a model Im working on. Its going to be the general issue submachine gun/rifle for your "all around" skilled allies. The design is a mixture of the P90, and the FAMAS:  Here are the shots from Maya, including my reference drawing for it: Heres a shot from MED There are lots of technically superfluous details here and there on the gun that I'm sure really dont add to the functionality of the gun. I just made the design because it looked cool  It has 3,856 polygons/faces which is grossly overweight compared to the character models that will be holding it. I put in alot of detail in the beginning to flesh it out, (also because its fun  ), but in the next few stages I will be trimming lots of polygons here and there. Textures and normal maps will be coming later. tell me what you think.
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