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3 registered members (AndrewAMD, kzhao, qin),
21,501
guests, and 6
spiders. |
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Key:
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Re: Player Model Choices
[Re: SuicideKyd]
#202954
04/18/08 12:26
04/18/08 12:26
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Joined: Oct 2007
Posts: 116
sydan
Member
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Member
Joined: Oct 2007
Posts: 116
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Hi, If you new to 3DGS, like me (I will be honest) then you will find that things like custom characters are very appealing but not very practical to code. If your really determined then the best way to do it would be to use seperate models held to the player on individual vertices with 'vec_to_vertex' but each model for each armour part will need to be animated seperately. Its alot of work when you could simply have a selection of preset characters or just one main player.
For some reason, my ambition always seems to beat my ability.
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Re: Player Model Choices
[Re: sydan]
#203012
04/18/08 20:58
04/18/08 20:58
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Joined: Jan 2008
Posts: 1,580
Blade280891
Serious User
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Serious User
Joined: Jan 2008
Posts: 1,580
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i agree with sydan, it would be to much work and alot to code, also you should really make the game first then add things like this as an extra.
My Avatar Randomness V2"Someone get me to the doctor, and someone call the nurse And someone buy me roses, and someone burned the church"
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Re: Player Model Choices
[Re: Blade280891]
#203027
04/18/08 22:52
04/18/08 22:52
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Malice
Unregistered
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Malice
Unregistered
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they are most likely right, get a year or two of experince using the engine. then if you are still want to do this we can put toghter a team and release it as a contibution to the communiity.
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