Maszek
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Thursday, September 27, 2012
Skatter wrote : Arnold, Brad, and Maszek would know more about what animations we need, as well as rigging procedures and formats, but I'm happy to help. Nello, you ought to give it a go as well! You've picked up particles, you've done everything else! Man, getting all these new features in just requires people like you guys! Think of the possibilities!
And AnTy and ANY of you guys that are interested, I don't know how much help I can be, but that doesn't mean I'm not willing to help. I'll help however I can!
TRL is right, though. It is a leader that's willing to move out of his comfort zone and inspire others. It is a follower(guilty here!) that stays in his comfort zone and repeats what he does, only to plod the same circle over and over.
Haha, I am guilty of being very much in my comfort zone while working(if I have the time) then! Also, I do NOT have any idea what animations we need as I'm not working directly on gameplay, but rather, runtime loading of assets. Brad has the design in his head and Arnold is working with our models and animations as far as I know, though. So they could indeed help.
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Zeth
The Admin
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Thursday, September 27, 2012
Is there an admin tool available? Like in other Quake 3 games that allows admins to mute, blind, jail, etc, unruly players. How hard would it be to convert one from another Quake 3 game? A command to play a certain track server wide would be very handy.
There are console commands available ingame for management of basic banning actions. While there may be GUI tools in vanilla Quake 3 for managing this, some kind of external implementation would have be introduced to add functionality for muting, blinding, jailing, etc.
It should be possible to make animations for movements that share other animations. It would make the movement and game feel a lot more epic. What I'm talking about is that when you run sideways, it doesn't have a custom animations, your character uses the forward running animation and moves sideways. Looks really awkward. When I was animating before I could have sworn there was a section of the script for moving sideways, falling backwards, etc. It would make the game flow and look a lot better esthetically. I mean, they have a sideways flight animation, why not a sideways run animation?
Quake 3's mesh format does not include/support a skeleton. Every unique animation frame is saved as a literal mesh snapshot and thus not transferable between models. If you rely on a standardized animation exchange format like bip, clp, or even properly set up fbx, you could theoretically reuse animations between characters before exporting them to md3 (as ZEQ2-lite does).
As far as unique animations for different actions, this is wholly possible, but would require additional (very minor) coding to trigger playback of the correct sequence. Natively, Quake 3 relies on the model being in 3 distinct regions (head, upper/torso, and lower/legs). Even though each region is just a collection of mesh snapshots, this arrangement allows different sequences to be played per area independently.
As far as "running on the ground" itself, this was a concept that was removed from ZEQ2 very early on. There are only a very VERY small handful of instances in the Dragon Ball Z series in which characters actually trot off on foot. 95% of the time, they'll do a floating dash or horizontal motion -- as is largely shown in ZEQ2-lite.
Additional animation sets (of any kind) for direction-specific actions is something that definitely could aid both/either ZEQ2 or ZEQ2-lite.
Changing model textures with a command. In other Quake 3 games such as Jedi Academy, its possible to use one model but change what textures that model uses. For example, if you wanted to go from Goku to Goku bloody, you might just do /model goku_blood. It _(text here) to change the texture. Each variation would be a separate texture in a separate folder inside the model folder. This way you could have many differnt characters from one model just by changing the _ . Goku_blue goku_red goku_blood Goku_mad. Etc. The reason I saw this is because I had an idea for character customization. You could make 20 new custom faces, torsos, and legs, and have them universally acceptable to the different models. This way you could literally choose what body parts you wanted, and what texture goes on that body part. So if I wanted Goku legs, but a custom texture, you could do /legsmodel goku_(custom texture). Want to change the hair but keep the face? /headmodel trunks_custom1. Want a different face but same head? /headmodel goku_custom2. This is a lot of text. I hope you catch my drift. So would this be possible?
This is already possible. Quake 3 supports shader/texture swapping natively via using .skin files. You can check out Goku and see an instance of this in action with an emblem and non-emblem variation. Skin files play on the existing mesh in order to function; however, if you'd like to utilize a different head or lower mesh, you may use precisely what you meantioned -- legsmodel and headmodel. These keywords were not native to Quake 3 by default, but were (loosely) implemented in later ZEQ2-lite builds.
There are no naruto packs or mods and my model texture suggestion would only help ZEQ2.
A naruto quake 3 mode called NND-lite actually started a port using ZEQ2-lite's framework in the early days. It has since ceased development, but there was some small amount of coding/config/asset work done before then.
Let me know if the Devs need any help animating like emotes and attacks and stuffs.
Always. Make a contact via IRC or messenger of your choice.
I have rigging and animating experience with blender. But most people in ZEQ2 use Misfit and 3dsmax. If I helped with animations I'd have to convert them to a different format when I'm done.
There are plenty of exporters for Blender to MD3 (ZEQ2-lite) or FBX (ZEQ2). You'll have to familiarize yourself with the export pipeline a bit more if you intend to make export strides concerning ZEQ2-lite, but I do think there are a few (very basic) tutorials/guides on these forums even.
Where ZEQ2-lite is concerned, the only thing that would matter is the final MD3 export. Where ZEQ2 (and Unity) is concerned, you'd have to make sure you used roughly the same skeleton, but there are ways of taking rigs from other programs into Unity.
ANYONE here could pick up and do what I've been able to. Aravind can and most likely will testify to that.
False. To date you are one of the few who have actually used the particle system to create an accurate representation of effects. Others just tweak values to make things look big/busy with excessive-ness without any real basis of form. Quality is subjective. Accuracy is not.
Arnold, Brad, and Maszek would know more about what animations we need, as well as rigging procedures and formats, but I'm happy to help.
One of the first things that's needed is to establish a better animation pipeline. Character models need additional edges/splits in some regions (mainly the rear end) to avoid sharp deformations. Since ZEQ2 is also intending to use a unified skeleton (via CAT) to save on memory and promote general use, most models need to be re-weighted (via Skin).
While CAT skeletons aren't necessarily required (biped could still be used), CAT would allow better animation storage and data re-usage. Regardless of which skeleton standard is used, I'd also probably recommend that additional IK gizmo controllers (at least the feet/hands) be created for easier animation creation in contrast to older ZEQ2 animation methods.
This entire approach is largely open to debate/discussion as is the 3D editor of choice to use, but flexibility, re-usability, and ease of use are critical regardless of the decisions made.
I do NOT have any idea what animations we need as I'm not working directly on gameplay, but rather, runtime loading of assets. Brad has the design in his head and Arnold is working with our models and animations as far as I know, though.
The run-time AssetLoader class is a critical component in ensuring that modding is supported and practically implemented. Codewise, the next step beyond that would be establishing unified configs to be used as a basis for gameplay manipulation -- much as is done with ZEQ2-lite. The difference in this case is that these configs could be auto-generated and created with an editor and would immensely more powerful in terms of capability.
Once the Asset Loader and basic configuration foundation are in place, actual implementation of gameplay-specific areas can commence. This is not to say that animation export tests, shader/material tests, and other rendering/visual/art aspects cannot be continued along the side. Even Skatter has been doing particle effects on his own -- completely independent of the core project.
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AnTycrisT
RocksTar
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Friday, September 28, 2012
Maszek wrote : Are you talking about ZEQ2 or Lite?
I'm talking about the SVN, I will rig and animate those characters, nothing more, nothing less...
In any case, I hope you being a "leader" won't result in you trying to tell me what to do.
I will not tell you what to do, I will not tell anyone what they have to do, like I said before I will not wait for anyone and I will do it on my way, if you want to follow me it's okay, if not, I don't really care...
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Maszek
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Friday, September 28, 2012
AnTy wrote : Maszek wrote : Are you talking about ZEQ2 or Lite?
I'm talking about the SVN, I will rig and animate those characters, nothing more, nothing less...
In any case, I hope you being a "leader" won't result in you trying to tell me what to do.
I will not tell you what to do, I will not tell anyone what they have to do, like I said before I will not wait for anyone and I will do it on my way, if you want to follow me it's okay, if not, I don't really care...
Still don't understand my question, do you? Are you planning to get them in-game for Lite, or are you going to make 'em new animations for ZEQ2(not Lite)?
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