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Re: 3dgs third person shooter play test [Re: lostclimate] #265914
05/15/09 04:11
05/15/09 04:11
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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Joined: May 2009
Posts: 1,816
at my pc (duh)
@lostclimate: thanks but lol, i actually found a more simple workaround, for the weapon on the characters back, i simply do:

weaproll=-camera.tilt;

then for each weapon, when set to last weapon(on back)... i call...

my.roll=weaproll;

turns out i had the solution already there but commented, i guess i must have commented it for testing purposes but its perfect now . . . wink

Last edited by darkinferno; 05/15/09 04:12.
Re: 3dgs third person shooter play test [Re: darkinferno] #265952
05/15/09 10:04
05/15/09 10:04
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
Great game !

If you need some better models to improve your game,
just send me some draws,i can do some in my spare time wink

Re: 3dgs third person shooter play test [Re: ratchet] #265969
05/15/09 11:15
05/15/09 11:15
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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Joined: May 2009
Posts: 1,816
at my pc (duh)
@ratchet.. thanks, that gonna be REALLY helpful smile

Re: 3dgs third person shooter play test [Re: darkinferno] #265973
05/15/09 11:39
05/15/09 11:39
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
I like to help, some times when i got time wink
Just send me picture of the web , or tell me some models you would need !

Re: 3dgs third person shooter play test [Re: ratchet] #265986
05/15/09 12:35
05/15/09 12:35
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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at my pc (duh)
-thanks for the offfer, i know alot of us are busy so i'm not expecting these anytime soon smile if you chose not to read all of this, just click the picture links to see the style we're aiming for then read the last few lines..

-am not much of a concept artist, and my design doc was ruined but i do remember the style of the game...

this is directly from another part of the design doc am recreating:

Click to reveal..

Scion's overall worlds appearance are seperated into two
styles....

Scion-
-the main theme of this planet is a stark blue atmosphere
with constant lightning storms and fogs.

-above this chaotic layer however is a beautiful atmosphere
with two bright suns.

-scion's buildings are made of mainly a thick blue heavy
looking metal and are also built above ground to escape
vicious creatures and the electrocuting water except for
the slums in which most unwealthy scion citizens live.

-scion also consists of HUGE machinery trying to sustain
the planets life such as huge pumps lightning rods etc.

-scion's main overseer building is a mountain stronghold
with a huge bridge built to restrict entrants to the
building.


Earth-main city
-the main city was created by the rich for the rich and is
a well guarded and stylized location protected by the
colonial army

-buildings, vehicles and weapons are mainly of a
light-colored or white curvy design

scion's dwellers are doglike in appearance, tall an armored in heavy metal similar to what's seen on the planet while still maintaining a simple yet aggressive look, scions are a spiritual race...



for game design reasons, all characters should be of a wider body set and weapons are rather big (one weapon across back should be big enough to be noticed at all times by the player(check vid)) and armors for human characters all posses a switchblade that flips around when needed(used for melee(check vid))

all designs must be kept simple so a personality can be attached to each item... meaning, they are simple and effective that they will always be remembered, example: halo's pistol in comparison with halflife 2's pistol.. i'd like to think people would be quicker to remember halo's pistol design because its more far off yet not complicated while halflife's pistol looks similar to a majority


character style
texture style
building concept
building interior
vehicle style

thie one as nothing to do with concept but i thought the shoulder pads were cool smile

with that said, if their are any modelers or artists here that can draw or model and would like to help draw concepts or model the characters, leave a reply and help make this project a reality...

i am however aware of the scale of this project and the inability to create it without a team but if i could get the characters and props ready i could implement the current gameplay scripts into a quick arena shooter with a few maps and release that while work is done on the main project... smile...

Last edited by darkinferno; 05/16/09 12:24.
Re: 3dgs third person shooter play test [Re: darkinferno] #266039
05/15/09 16:27
05/15/09 16:27
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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T

Joined: Nov 2008
Posts: 946
Originally Posted By: darkinferno
@lostclimate: thanks but lol, i actually found a more simple workaround, for the weapon on the characters back, i simply do:

weaproll=-camera.tilt;

then for each weapon, when set to last weapon(on back)... i call...

my.roll=weaproll;

turns out i had the solution already there but commented, i guess i must have commented it for testing purposes but its perfect now . . . wink



Well, but this doesn'T solve the problem for the weapon in the hands...

Re: 3dgs third person shooter play test [Re: the_clown] #266042
05/15/09 16:41
05/15/09 16:41
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
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Joined: May 2009
Posts: 1,816
at my pc (duh)
umm, it sounds true but when i applied it and ran the program it works perfectly, i'll keep it that way until when and if i see a situation in which it fails...

Re: 3dgs third person shooter play test [Re: darkinferno] #266045
05/15/09 17:11
05/15/09 17:11
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
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sebbi91  Offline
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S

Joined: Jun 2008
Posts: 402
Germany
cool game!
And nice pictures!
Could you tell me how to get the ragdoll working with bone-constructions?
Model to model is easy but this is awesome heavy!
I've no idea how you did this correctly!

Last edited by sebbi91; 05/15/09 17:12.

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Re: 3dgs third person shooter play test [Re: sebbi91] #266047
05/15/09 17:16
05/15/09 17:16
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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darkinferno  Offline OP
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Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: sebbi91
cool game!
And nice pictures!
Could you tell me how to get the ragdoll working with bone-constructions?
Model to model is easy but this is awesome heavy!
I've no idea how you did this correctly!


what do you mean by model to model?

and secondly, i'll be releasing most of the code as the project nears completion...

Re: 3dgs third person shooter play test [Re: darkinferno] #266050
05/15/09 17:55
05/15/09 17:55
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
Senior Member
sebbi91  Offline
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
cool^^ Thx
Model to Model means a cutted Player, that includes several models.
it means:
player_head.mdl
player_Arm_left_top.mdl
player_Arm_right_top.mdl
player_torso.mdl
...

And every Model has a physik objekt(or is a physik objekt)
Like the Ragdoll code from Helghast!

But boneragdoll is an awesome work!

sorry for my english i hope you understand it !


mfg BasTi


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