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Re: Preva - Screens [Re: sPlKe] #87892
11/11/06 00:38
11/11/06 00:38
Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
mpdeveloper_A Offline
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mpdeveloper_A  Offline
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Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
Well sense it is a developer forum and everyone here has helped us so much.
well 1st i animated a 3d saber core in a loop with the energy going up...




and then i added a crossed .tga glow...

and in the map i flaged it flared and bright, and thats it."they look great in motion"


Last edited by mpdeveloper_A; 11/11/06 04:11.
Re: Preva - Screens [Re: mpdeveloper_A] #87893
11/11/06 18:30
11/11/06 18:30
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
Quote:


"they look great in motion"





Agreed

Cheers

Frazzle


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Re: Preva - Screens [Re: frazzle] #87894
11/11/06 18:47
11/11/06 18:47
Joined: May 2002
Posts: 2,541
Berlin
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Berlin
Is it bones animated?

Interesting idea. I thought very often about how to combine models and sprites the best way... I think you are doing it right.


:L
Re: Preva - Screens [Re: EX Citer] #87895
11/11/06 19:04
11/11/06 19:04
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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it's vertex animated, acually it's all one model, and the way that it is done, it will not show any signs of any 2d sprites or flat anything, because if you look at it from above, you will still see the model, believe me when i say it was hard to come up with, we had to look at alot of japanese games, including gundam games, to notice that they did it the same way. pretty soon we may post a video of the effects in action, since mp_dev decided to explain it to our good friends at gs forum we think it would be nice to show it to you, it's not that hard to do it, enjoy this small contribution

Last edited by Manslayer101; 11/11/06 19:07.

- aka Manslayer101
Re: Preva - Screens [Re: mpdeveloper_B] #87896
11/11/06 20:52
11/11/06 20:52
Joined: May 2002
Posts: 2,541
Berlin
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Berlin
Yeah, the bones animation was a joke You could use meshdeforming for realtime deformation into certain directions (eg wind/force)


:L
Re: Preva - Screens [Re: EX Citer] #87897
11/11/06 22:32
11/11/06 22:32
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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i have never gotten mesh deformation to work for me, no matter how hard i try...


- aka Manslayer101
Re: Preva - Screens [Re: mpdeveloper_B] #87898
11/12/06 07:23
11/12/06 07:23
Joined: May 2002
Posts: 2,541
Berlin
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Berlin
So I guess you didn´t tried? It´s easy as hell, next to some knowledge which you can only get by testing.

I don´t know where is the problem. You read the position of a vertex, you edit the position, you set the new position of the vertex. Absolutely simple.

In the example (I don´t know the exactly spelling of the commands out of my head):
Get_vertex_count(me,temp);
temp.Y = 1;
while(temp.Y <= temp)
{
get_vertex_pos(me,mtemp,temp.Y); //because temp only is too less temponary variables for me I am creating more temponary arrays, like mtemp[3] and mytemp[3]
mtemp.X = windforce.X*(mtemp.Z/20); //windforce is a rotated force somewhere into X and Y direction, the higher the position of the vertex the more the force is working on it (on 0 its doesnt do anything, and I hope below 0 is no vertex )
mtemp.Y = windforce.Y*(mtemp.Z/20); //the same in green
set_vertex_pos(me,mtemp,temp.Y); //remember, this effect works in the models space, not in the world space (and that´s of corse correct and better that way), that means if you model rotates you have also to rotate the force.
temp.Y += 1;
}//NO WAIT(1) IN THIS WHILE LOOP!

Additional info: I am not sure anymore about this, but you may have to store the original position and reset it before every deforming. Otherwise the new position stored until the model is new loaded (new level I think). The deformation works on every model in the level. Means you need for every flame another model file.

Storing the original position is simple.


:L
the smallest update posted [Re: EX Citer] #87899
11/24/06 00:38
11/24/06 00:38
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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well, this is the shortest update i will ever post, hopefully. the reason there hasn't been an update, is because there is no real progress yet, i've been out of the office for 2+ weeks, however, as soon as there is something to update, i will post it, but this next week i'm looking at working and getting some new features that we can post up, so with that being said...

Happy Thanksgiving


- aka Manslayer101
Re: the smallest update posted [Re: mpdeveloper_B] #87900
12/04/06 21:16
12/04/06 21:16
Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
mpdeveloper_A Offline
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mpdeveloper_A  Offline
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Posts: 86
here...or is it here...no no i...
Here are some shots of one of the upcoming beta demo levels




will have it out soon and a video

Last edited by mpdeveloper_A; 12/04/06 21:21.
Re: the smallest update posted [Re: mpdeveloper_A] #87901
12/06/06 00:57
12/06/06 00:57
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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since you couldn't see the stars in the video:

(with some added effects)




and you can see two of the new skins

Last edited by Manslayer101; 12/06/06 01:01.

- aka Manslayer101
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