Author Topic: Craftsmen Medieval RPG  (Read 25468 times)

I'd prefer the gauntlets for everything seeing as how players can be any race they want and they could have blue or orange or magenta skin :U

oh, I understand what he means now. yeah, i think different gloves across different weapons could definitely be neat.

Alright, it will be done.

I do want to see some ingame pictures of my models before I continue, incase of a problem.

no motorvation sorry

my internet fist.

...

doesn't work.

idea: i do ALL ZE MODELS

someone else does the animations

where the forget is ynd, he can do that

Better idea: Since we'd need to have a custom playermodel for certain other things, we animate that instead since someone (I actually forgot who) released files for the default player. As well as that we could do node-based armor too. Save on datablocks and also on image mounts.

Of course we retain all the default nodes and animations for use but add our own in there for things like attacks with different weapons (basically fighting styles, 2H sword, 2H club/axe, 1H sword, 1H club/axe, dagger, bow, etc)

This solves the hands issue too. And I imagine that animating is easier when you have the whole reference frame.

Note: The "certain other things" I was referring to is actually referring to sprinting since I would rather have sprinting than crouching. But that's just me. (this also means we don't need to worry about friend crouch-jumpers and the like)

I've already got the sprinting working but there's no way to reference the file and animations back to the base one so they have to be redownloaded. And believe me I tried, every way it could theoretically be done crashes the moment you try to use the datablock. I guess a client content pack would solve the download issue. And the fancy GUIs issue too.

In fact since I've been working on stuff on my own for the past like six days it's almost as if I have my own RPG here. Oh no splinter mods (cept I'm coding everything from scratch as modules)

Better idea: Since we'd need to have a custom playermodel for certain other things, we animate that instead since someone (I actually forgot who) released files for the default player. As well as that we could do node-based armor too. Save on datablocks and also on image mounts.

Of course we retain all the default nodes and animations for use but add our own in there for things like attacks with different weapons (basically fighting styles, 2H sword, 2H club/axe, 1H sword, 1H club/axe, dagger, bow, etc)

This solves the hands issue too. And I imagine that animating is easier when you have the whole reference frame.

Note: The "certain other things" I was referring to is actually referring to sprinting since I would rather have sprinting than crouching. But that's just me. (this also means we don't need to worry about friend crouch-jumpers and the like)

I've already got the sprinting working but there's no way to reference the file and animations back to the base one so they have to be redownloaded. And believe me I tried, every way it could theoretically be done crashes the moment you try to use the datablock. I guess a client content pack would solve the download issue. And the fancy GUIs issue too.

In fact since I've been working on stuff on my own for the past like six days it's almost as if I have my own RPG here. Oh no splinter mods (cept I'm coding everything from scratch as modules)
http://www.torquepowered.com/products/dsq-tweaker

http://www.torquepowered.com/products/dsq-tweaker
Ninja: Can't edit individual translations. Still editing by hand, will be slow and take a while. Plus there seems to be no way to add frames to an animation, so I'd have to start from a long animation (spearReady has something like 30 frames apparently) and crop frames back when I'm done.

Hm.

Five edits later: It still doesn't solve the issue of nodebased armor, since we only get I think 3 slots for images. 0 for your equipped weapon, 1 is used for a back-mounted weapon so 2 would be your armor, then you're out of slots for images, plus you'd need an image for every single armor combination if armor is even to be combinable (leather vest + iron boots? actually boots wouldn't be possible since we couldn't animate the image with your feet anyway, we'd need one image for each boot)
« Last Edit: August 20, 2010, 10:37:20 AM by M »

Better idea: Since we'd need to have a custom playermodel for certain other things, we animate that instead since someone (I actually forgot who) released files for the default player.
You mean this?

http://forum.blockland.us/index.php?topic=119849.0


idea: i do ALL ZE MODELS

someone else does the animations

where the forget is ynd, he can do that

Would you like me to send in my blends. Oh wait, you use Wings Milkshape, I believe, does it import .blend files?
« Last Edit: August 20, 2010, 05:06:13 PM by Choneis »

Yes that, my good man. Thank you. :D
Jimmg released the player with bones first, actually.

Jimmg released the player with bones first, actually.
I never got it... unless you mean the Doll put together.

I never got it... unless you mean the Doll put together.
The player model. With animate-able bones. Jimmg released it a long time ago.