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  #1  
Old 02-05-2009, 02:17 PM
bristle
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now for the issue: 3D objects. and no matter what is available, someone has something different in mind. fortunately, nowadays you can do with morphs and adjustments. i looked at anim8or and it seems interesting -- i hope to get a chance to try it out soon.

i think the first is to have a object, like a npc that breathes and can add gestures. then morphs of the npc. and so on. i like to use blender or like-blender but just for the objects. sort of make an npc, have to wear some stuff, morph it, change to values.

so create some object in XYZ software, move it to the tool, and use it to create some more interesting stuff.

point is, simpleclient could use it, and maybe hippo (sl client clone) could use it too.
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  #2  
Old 02-05-2009, 09:38 PM
OrisonSeven
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As the project we are undertaking grow larger, the end result will be much clearer. I still do not know the limitations of simpleclient or the emulator for that matter.

What we want to do is push the limits as much as possible, and ultimately end up with something that looks nothing like eq, but has the eq feel and draw to it.

The hard part for our group is he coding. We have some ideas that frankly, i do not know if they are possible without creating a layered grid(a base grid with different variants of the same zone depending on season).

We have alot ahead of us, but do feel that the outcome should be a world that people will want to experience and hopefully look at and say, "was this really once eq......"
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  #3  
Old 02-05-2009, 10:16 PM
OrisonSeven
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We some updated images. Work on trees has progressed drastically, though so has the poly count.









This is intended as the starting zone for the game... for the "good" races. Another area is being worked on for the "evil" races. The races as of now are still being worked on, as well as ideas for class spells and other things.

OrisonSeven

-A goal is in mind, tho still far from view-
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  #4  
Old 02-05-2009, 11:58 PM
bristle
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well i hope to get grid going soon. then i will look at simpleclient stuff. i am particular interest in how the client and server communicate with each other. in theory, everything that the server and client can do, another client can do.

in reality, i have no idea of how it will go.
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  #5  
Old 02-06-2009, 11:35 AM
GeorgeS
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I am the creator of the static models for simple client, and you can DL my models (.zip) for use in your project. If you use these, put WC and my name in the credit list, but you can of course modify them as necessary.

I sent you am pm with the links to these


http://wizardportal.dyndns.org/eqemu...k_to_date.html
http://wizardportal.dyndns.org/eqemu..._to_date2.html

GeorgeS
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Last edited by GeorgeS; 02-06-2009 at 07:39 PM..
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  #6  
Old 02-07-2009, 12:02 AM
bristle
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ok i can see them now -- well i will when i use an X or LWO format.
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  #7  
Old 02-08-2009, 05:30 PM
OrisonSeven
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So i figured id add a few character model designs we just started. Was gonna use the ones built in, but decided once again to see what the program can handle. These will be textured and also fine tuned alot before even being considered close to what we are intending.

1 question about the animations of the models. Can the animation length for combat be complex and more like a set of animations. And can could a few seperate animations be linked together with a code for randomization to allow for a more "entertaining" combat.

I remember the original eq, and the models standing still and either swinging 1 arm and parying with a shield; alternating left then right arm swing, though it was just basic 1 chop 2 chop; and the two handed center chop.

We want to make combat more like actual swordplay, and are intending to use our motion capture system along with actual people (martial artists, and sword fighting specialists) to get acurate combat flow and animations.

Ideally we want to make it so while in combat, you never see your character do the traditional "arm-up-chop-down-repeat". For the monk/hand-to-hand combat, we want there to be more intense reactions and so on. if the client however cant be set to randomize the choice of animations to link together, then we may just set a 15 second "clip" of combat that would loop but would at least act more realistic and less mechanical and artificial.

Character Model
Pre-Smoothing




Smoothed


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