Author |
Message |
Toebi1987
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Thursday, February 16, 2012
hey, I have some ideas for the game!!!
1. Dynamic menu
2. Ingame menu
3. Ragdoll Animation
http://youtu.be/q9LUqtz74tw
4. Physics for clothes
http://youtu.be/wcds8eY93Zk
5. Destructible terrain like Red Faction or Worms 3D
http://youtu.be/MAeU7nPtWFA
6. Destructible Objects
http://youtu.be/WOP_r84XXqs
7. Fightsystem like Zone of Enders
http://youtu.be/BJj14IwfsZY
8. Dynamic Transformation like in the Anime with different camera angles
http://youtu.be/GfIm72g4NqE
9. Realtime softshadows
http://youtu.be/bpNZt3yDXno
10. Bink Video Format for HQ videos maybe for a storymode
11. Day/Night/Weather System
http://www.youtube.com/watch?v=j2PAmPactok
12. 2 Player Splittscreen like Turtle Arena
I do not know if that's possible with ioquake I not a coder.
What do you think ?
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Richma
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Thursday, February 16, 2012
Woooow!!! I really like that menu
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Weedman
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Thursday, February 16, 2012
nice video
Goku Ssj12
http://www.youtube.com/watch?NR=1&feature=fvwp&v=44cB6YmNYLY
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Weedman
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Thursday, February 16, 2012
yes the menu and super.
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Konan
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Thursday, February 16, 2012
Dynamic menu was..kind of like animated wallpaper for cellphones. It looks nice, but big memory usage and the battery die faster, plus you need recharge the cellphone sooner.
So in other words, I know the player won't stay on the menu for to long but animated menu raise the loading time and memory usage unless Zeth learn how-to optimize it without memory leaks.
But the other ideas are great!
Weedman, I know you're on..well, weed.
But man, learn how to use share button on Youtube than you can use smaller links, see?
http://youtu.be/44cB6YmNYLY
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Weedman
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Thursday, February 16, 2012
(*laughing out loud*) pas je ne savais pas, je passe tout mon temps sur youtube
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Konan
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Thursday, February 16, 2012
(*laughing out loud*) Bázdmeg tanulj meg Angolul! p,p
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Weedman
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Thursday, February 16, 2012
comprie anything, even my translator does not understand. *laughing out loud*
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Skatter
#*&@%!
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Thursday, February 16, 2012
Toebi1987 wrote : hey, I have some ideas for the game!!!
I do not know if that's possible with ioquake I not a coder.
What do you think ?
Toebi1987, excellent presentation, in my opinion. You should come by the IRC and discuss this more openly with some of the developers
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vegeta103
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Thursday, February 16, 2012
Toebi1987 wrote : hey, I have some ideas for the game!!!
1. Dynamic menu
2. Ingame menu
3. Ragdoll Animation
http://youtu.be/q9LUqtz74tw
4. Physics for clothes
http://youtu.be/wcds8eY93Zk
5. Destructible terrain like Red Faction or Worms 3D
http://youtu.be/MAeU7nPtWFA
6. Destructible Objects
http://youtu.be/WOP_r84XXqs
7. Fightsystem like Zone of Enders
http://youtu.be/BJj14IwfsZY
8. Dynamic Transformation like in the Anime with different camera angles
http://youtu.be/GfIm72g4NqE
9. Realtime softshadows
http://youtu.be/bpNZt3yDXno
10. Bink Video Format for HQ videos maybe for a storymode
I do not know if that's possible with ioquake I not a coder.
What do you think ? fantasic I love it!
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Maszek
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Friday, February 17, 2012
Konan wrote : (*laughing out loud*) Bázdmeg tanulj meg Angolul! p,p
Are you hungarian? Anyway, Weedman didn't speak a SINGLE hungarian word. So you failed hard there.
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LegendarySS4
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Friday, February 17, 2012
Yo, looks awesome Toebi.
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EqR
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Friday, February 17, 2012
Toebi1987 wrote : hey, I have some ideas for the game!!!
1. Dynamic menu
2. Ingame menu
3. Ragdoll Animation
http://youtu.be/q9LUqtz74tw
4. Physics for clothes
http://youtu.be/wcds8eY93Zk
5. Destructible terrain like Red Faction or Worms 3D
http://youtu.be/MAeU7nPtWFA
6. Destructible Objects
http://youtu.be/WOP_r84XXqs
7. Fightsystem like Zone of Enders
http://youtu.be/BJj14IwfsZY
8. Dynamic Transformation like in the Anime with different camera angles
http://youtu.be/GfIm72g4NqE
9. Realtime softshadows
http://youtu.be/bpNZt3yDXno
10. Bink Video Format for HQ videos maybe for a storymode
I do not know if that's possible with ioquake I not a coder.
What do you think ?
1. I like the idea of a dynamic menu. You probably mean like the one Naruto Shippuuden : UNS2 had (http://www.youtube.com/watch?v=eaz4v83MdlE)?
2. Cool also. Like the 1st one, right?
3. personally, I don't agree with ragdol animations, because ZEQ2-Lite is based on an anime. So it would look out of place for an anime game to have such realistic (or close to, anyways) ragdoll animations.
4. I'm all for it!
5. Destructable terrain would definetaly add to the experience. Only problem is if it's possible on the modified Quake 3 engine. Also need to take into account how the map would look after it's been played on for half an hour or so. You don't excatly want the whole map to look like desert after a few minutes of play.
6. ^.
7. The fight system is going to be like the Dragon Ball Z its self. That whole purpose of ZEQ2-Lite from the begginning was accuracy. Just quoting Brad.
8. Perhaps for the first transformation, but you have to realize that Saiyans in the show also transformed instantly and mid flight if need be.
9. That totally reminds me of the different lighting the series goes through when a big attack is fired (not always though, especialy not for smaller attacks). So yeah. Cool shizzle there.
10. don't know anything 'bout that. But I'm pretty sure story mode is the LAST thing on the devs minds, 's pretty time consuming.
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Toebi1987
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Sunday, February 19, 2012
two new ideas
(first post)
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Konan
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Sunday, February 19, 2012
Maszek wrote : Konan wrote : (*laughing out loud*) Bázdmeg tanulj meg Angolul! p,p
Are you hungarian? Anyway, Weedman didn't speak a SINGLE hungarian word. So you failed hard there. you don't get the point..I can speak my own language to but if I do nobody will understand it. so if he speak to me learn English or use translator
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Zeth
The Admin
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Sunday, February 19, 2012
1. Dynamic menu
As in loading a map bsp in the background at the menu? Or did you intend to just have a few characters with some animations playing? We actually had this once before in much much older build (if you check back) that had Goku and Vegeta just engaging in speed mêlée.
It'd probably be easier just to not use the ui.qvm at all in this case and rely on cgame for the interface fully if this was necessary.
2. Ingame menu
This essentially already exists except that it just shortcuts you to the ui.qvm at the moment. Ditching the ui.qvm entirely in favor of my previous suggestion of just using cgame would supplement this.
3. Ragdoll Animation
http://youtu.be/q9LUqtz74tw
Not entirely ideal in a Dragon Ball Z sense. This would not bring any accuracy to the table, would require a skeleton mesh format, and overall wouldn't look that great on something so stylistic.
4. Physics for clothes
http://youtu.be/wcds8eY93Zk
Explored somewhat in the past. This can already be achieved by using various vertex animation or cloth modifiers in your 3D editor of choice and then baking into the final result. For realtime simulation, a GLSL vertex shader can do wonders -- alas, no proper GPU program support yet.
5. Destructible terrain like Red Faction or Worms 3D
http://youtu.be/MAeU7nPtWFA
Two very different destruction techniques at play there. There's a big difference in triangle to triangle culling and map object/block removal/swapping. The latter is accomplishable already to an extent, but it's not true terrain destruction.
A better approach would be some type of heightmap rendering and modification (since this is quite fast). Although this would only give depth changes for things like holes/craters, a more extensive approach utilizing metaballs could cover the distance for overhangs as well. Neither are very practical to attempt to implement in Quake 3 due to its overall rendering pipeline and design. Anything is possible, but it definitely wouldn't be worth the effort considering the engine's structure and age.
6. Destructible Objects
http://youtu.be/WOP_r84XXqs
Again, already possible using some map trigger effects. Although no animations can currently be played on meshes and a couple keywords would be necessary to get thing proper, it still remains entirely plausible to do as is -- likely using the particle system to mask the reaction.
7. Fightsystem like Zone of Enders
http://youtu.be/BJj14IwfsZY
That system doesn't really differ too strongly from our own. Perhaps you mean the camera handling during lockon? That is all that is really different in this scenario. There's been a specific mêlée camera while upclose in some revisions, but adjustments would need to be done to let the camera drag within a region more transitionally/softly. It's possible and actually what I believe Dave was hoping to do at some point given his passion for this game series.
A 2D fighter camera option was planned at some point as well.
8. Dynamic Transformation like in the Anime with different camera angles
http://youtu.be/GfIm72g4NqE
Already partially explored through camera scripts in an older version. This can be done at the moment through utilization of the new tag camera system that Dave has implemented. You should check the learning forum for more information on doing such theatrics with camera effects.
9. Realtime softshadows
http://youtu.be/bpNZt3yDXno
Not practical for an anime-themed/styled game. Global illumination effects as by product from radiosity (such as color bleeding and indirect lighting) aren't visually representational, accurate, or aesthetically clear compared to more manual hard shadow textures and solutions.
10. Bink Video Format for HQ videos maybe for a storymode
RoQ files can already be used in a similar manner. I do believe you can even trigger the playback of a full-screen video file during a map using console keywords. Quake 3 does this at match ends if I recall correctly.
11. Day/Night/Weather System
http://www.youtube.com/watch?v=j2PAmPactok
Not entirely a Dragon Ball Z aspect (although it did occur during the Saiyan Duel battle between Vegeta and Goku). Possible through Quake 3 shader exchanges or extended use of animmap/videomap keywords currently. You'd just need a lot of patience and a LOT of texture memory (unless done with a unique lighting blend stage). Although this would be more properly produced with GLSL shaders, I wouldn't be surprised if Baldwin (or someone else) could whip up something right now.
12. 2 Player Splittscreen like Turtle Arena
The actual viewport setup for this would be pretty easily done. The only real caveat is instancing and managing multiple players on the same mission. This goal would be parallel with the production of AI/bots. With one, the other would be fairly easy to accomplish. If someone wants to find out the methods that Turtle Arena use to instance multiple playerstate structures in a single environment, the concept could be replicated.
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Konan
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Monday, February 20, 2012
Well nvidia GPU enough for animated cloth(for example Mafia 2), but I don't think this engine can handle it.
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Shenku
RiO Incarnate
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Monday, February 20, 2012
Konan wrote : Well nvidia GPU enough for animated cloth(for example Mafia 2), but I don't think this engine can handle it.
Currently, no. It would require quite a few changes to the engine to make cloth simulation physics even remotely workable. I think the current setup(baked-in cloth animations) might be the best approach until someone feels up to all the work involved in adding support for physics based clothing.
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VLadD
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Monday, February 20, 2012
What I think about menu its awesome
Zeth made like this this will be interesting for people if they will be reade some biography of character
And will be cool if you make animation for hair transformaion to Super Saiyan and change to color of black to Super Saiyan color hair like Goku in first transform how this Anty made but not unfinished this
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Zeth
The Admin
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Monday, February 20, 2012
but I don't think this engine can handle it.
There's no such thing as an "engine limitation" when you are dealing with open-sourced code. The "engine" can handle whatever we choose for it to. It'll just take more or less time depending on implementation.
Zeth made like this this will be interesting for people if they will be reade some biography of character
I think character biographies and descriptions are trite and out of place. Your introduction or history to the character should not be conveyed in a tiny box as opposed to an alternative medium (like the series itself or some actual progression and character development in action). Besides that, ZEQ2-lite is designed to be as far away from verbose prose as possible -- simplification of interface and text on screen is key to this.
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franco_15
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Saturday, March 03, 2012
Toebi1987 wrote :
1. Dynamic menu

you should put a roq video on the script of interfaceMenu.shader in "scripts" folder. for create the file, watch this: http://www.ZEQ2.com/lite/forums/viewtopic.php?t=5736
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icimann
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Saturday, March 03, 2012
franco_15 wrote : Toebi1987 wrote :
1. Dynamic menu

you should put a roq video on the script of interfaceMenu.shader in "scripts" folder. for create the file, watch this: http://www.ZEQ2.com/lite/forums/viewtopic.php?t=5736 
really good
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Alintheter
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Wednesday, May 02, 2012
If the game will have all those conditions he may have lag or 2 or 3 Gb .BUt is nice. OR GREAT OR SUPER
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najeeb
My Sir
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Wednesday, May 02, 2012
+1 vote for phyx!
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hpsa_h1
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Thursday, May 10, 2012
Do you will release this awesome, fantastic and very beautiful Menu?
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