Digital Paint Discussion Board

Development => General Development => Topic started by: S8NSSON on April 26, 2005, 06:05:34 PM

Title: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on April 26, 2005, 06:05:34 PM
http://www.logictechnologies.com/keith/stuff/pbchar/
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on April 26, 2005, 08:02:28 PM
I think we're going to have to up the polygon count.  1200 doesn't go as far as i hoped it would, although there are probably things that can be done to improve the usage of the polygons, this will have to be the medium quality model.

I guess I'll start at the top and work my way down.

The mask:  This is a JT proflex mask: http://www.thepaintballstore.com/product598.html

Actually, I'll just paste it on the mesh image and do some highlights:
(http://www.planetquake.com/digitalpaint/images/devel/maskfixes.jpg)

yellow-green: These edges don't exist, but need to.
green: This edge needs to be moved to meet up with the yellow-green edges.
red: This edge is basically straight, so you can save some polygons there.  Also, the area near the back of the jaw needs to be dropped down a bit.
cyan: The visor needs to stick out a lot more.
yellow: This part seems to be missing completely.
magenta: this all needs to be dropped way down and reshaped.  Also, it's way too thick.
blue: This edge needs to be vertical.  Also about half the length.
purple: This also needs to be vertical - all the way around the transparent part of the mask.  We'll also need to have a little bit of a face behind that part of the mask, as it will be transparent.

Shirt area looks pretty good.  The shoulders might need more polygons to animate properly, but I can't tell without a wireframe shot.  Also, I'd move the sag up a little and make it a little less uniform.  Actually, the whole waist may need to be moved up a little.  With more polygons, I'd like to see a lot of wrinkles around the wrist area.

Hands will definitely need more polygons, especially in the area between the index finger and thumb.  The thumb also appears to be too short.

Legs... they look really bland.  I think a lot more shaping needs to go on here.

Shoes: I'd make the toes thicker (vertically) and more boot-ish.

Overall: The posture is really stiff, and from the side view (http://www.logictechnologies.com/keith/stuff/pbchar/4.jpg) he almost looks like one solid post.  Sure, that will change a bit when we get the animations in, but the human body contains over 200 bones.  We'll have less than 20, so it needs to look right to start out with.  Move the chest forward a bit, arch the back in, push the butt out, etc.  Also, it could use a little beefing up.  Not because it's super scrawny, but because the player hitbox is 56 units tall and 32 units wide.  Of course it'd be impossible to fit a realistically proportioned person in that space, but I don't want him to look like a toothpick in comparison to the old models. :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on April 26, 2005, 08:09:43 PM
Hm... he does need to have depth, like jits said. Also, I don't like the "pants", or separation between shoes and pant legs. I like the model we have now, and i'd love it if we could just amp it up some.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on April 27, 2005, 12:38:18 PM
Hey guys I have some shot of another char. I've done
the first few shots are unedited and there is one with a close up of the mask.  Lemme know so i can get this thing as good as possible.  Please keep in mind that this is really a base in which to work off of I have many edits to make such as the mask. 

http://www.logictechnologies.com/keith/stuff/pbchar/

-3dblu
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on April 27, 2005, 03:23:47 PM
The mask is looking much better.  Some things that need to be tweaked:

- The bottom of the mask bends in, not out.
- Use more hard edges, particularly in the areas I outlined in green.  It needs to look like hard plastic, not an organic blob. :)  I'm not sure how the exporter will handle hard edges, but in the game they actually need to have separate vertexes.
- Transparent part looks slightly dome shaped -- cut out some polygons in there and make it look like a single piece of plastic bent in a curve, as I'm pretty sure that's how the flex masks are designed.
- The area around the ears still needs to be dropped down.
- Masks are made of thin plastic.  What you have looks really thick.

As for the rest of the body:
- Get the shirt tucked in.
- The clothing looks like heavy sweatshirt material, which was good for the recballer, but we need to make it look like lightweight jersey material.  Take a look at this for reference: http://www.planetquake.com/digitalpaint/images/devel/jersey2.jpg
- We can attach pods and other equipment dynamically, so don't embed that stuff into the player model.

This is going to be nice when it's done. :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on April 27, 2005, 09:09:36 PM
I hope.

The co2 cans in the back make for a good potential reload animation...
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on April 28, 2005, 07:54:12 AM
eiii those are NOT co2 cans...they are PODS. Each pod holds 100-150 paintballs. Google for "paintball player" and you will see these worn by all tournament players.

These PODS are actually a source of concern for Rob & I.
Should they even be on the model?


On Another note...
I would like to suggest that when we impliment the new models & format with all the new markers and accessories that we switch the co2 bottles to HPA (high pressure air) bottles. HPA bottles are most common amongst experienced players today. They have a slightly different shape than the classic co2 bottle (cooler looking if you ask me). The only thing about HPA is that you never have to worry about the freezing problem that Jistpoe so kindly coded in ;)

I'm theorizing that Jitspoe wouldn't and/or shouldn't even change the co2 namings in his code. Just simply replace the model and skin to the newer, more common, HPA bottle.

here's some HPA links for ya's to see how cool they look:
http://www.buypmi.com/pure_energy.html
http://www.armyoforr.com/worrgas.html
http://www.sakworldpaintball.com/anairfilowpr.html
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on April 28, 2005, 11:23:26 AM
Pods: I've considered using pods for ammo, but this would inevitably make people complain that I'm changing the game too much.  On the plus side, it would mean people would eventually have to reload as opposed to constantly spraying and picking up ammo packs around the level.  On the minus side, it would be one more key to bind and an added layer of complexity to a game that has a fairly steep learning curve as it is.  Also, ammo pods and CO2 are much more difficult to distinguish from each other than ammo boxes and CO2, especially at a distance.  A box has a much lower poly count, too. :)

Whatever we decide to do, the pods should not be on the player model itself.  They can should be a separate model attached by a bone.

HPA/CO2: I was actually thinking of adding N2 tanks as kind of a special power-up that would counter the freezing, but... all of the servers just disable gun freezing anyway, so it seemed kind of pointless.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on April 28, 2005, 12:20:58 PM
Although pods definately do come in black, it is much more common to have florescent colored, clear, or silver pods for visibilty. In real paintball, after a pod is used it is quickly tossed out of the way only to be retrieved at the end of the game. Therefore pod visibility is important. But I kinda like the boxes myself.

The problem here is if you start wanting to add pods you open up a whole new can of worms:
Do you allow people to pickup pods with a max of three or four per person?
Do you make people pickup boxes of paint that fill the pods then force a manual reload via a button?
Then do you have a speed or jump penalty the more pods you have attatched?

You see where this is going? ...nowhere, cause it will never end till you just said to heck with it and went and played real paintball.

I think the N2 power-up idea is sweet, but re: your comment on that.
Another idea would be to modify the four levels of co2 as they sit now. Have two co2 and two N2 and hard code freezing to the two co2. Have a 12ozCO2, 20ozCO2, 3000/48 HPA, and 4500/68 HPA. The smallest co2 (the one you spawn with)  would be able to shoot about as much as the current default till you freeze up for a bit. It's a thought. You have to admit, those HPA bottle look much better than the co2 bottle do!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on April 28, 2005, 04:06:20 PM
They look about the same to me, minus the pressure gauge.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on April 28, 2005, 08:02:05 PM
Ooh. For the pods, you should just have it so a player has this- an ammo count, and an infinite amount of pods that hold ~100 paintballs. Every 100 paintballs, it just reloads automatically... as if you had a pod. If you don't understand, it's my fault. :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on April 28, 2005, 09:55:35 PM
Let's keep this on topic.  I've started a new thread about pods here: http://dpball.com/forums/index.php?topic=795.0
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 05, 2005, 02:23:34 PM
Hey all,  Here is some progress on the model.  Wanted you guys to have a look just to make sure I am headed in the right direction.  I see the character as a contemporary tournament player.  As a result I have modeled in baggy pants and a loose jersey.  I have tried to show the look of the jersey through the wrinkles in the sleeves and along the sides of the torso.  I have added some wrinkles on the front but as many players may wear a breast plate or some sort of added protection under their jersey, I tried to give it more "bulk".  The pants are baggy as many players wear loose fitting pants for manuverability.  The ref pic Jitspoe gave shows the player with tucked in pants.  I didn't really think that this was too common so chose the more probable route.  If these choices are not desireable then I can always go in and make adjustments.  I personally think the refpic sorta looked like the dudes mommy dressed him.  Now the mask, I can add more geometry if wanted or leave as is.  Also notice the polys inside the mask intended for the texturing of the face of the player.  As the model sits now it has 2402 faces.  It is really up to Jitspoe how detailed we want to get.  I can go up to 3000 and and add detail wherever wanted or needed.  Maybe add mor physical detail to the mask as an example.  We could even add hair to the model by using single polys assorted and textured so as to give the impression of  actual strands of hair.  Ok I can't really think of anything else questions, comments and useful critiques please let me hear them and help develop something we are all proud to release.

(http://www.logictechnologies.com\keith\stuff\pbchar\new1.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new1W.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new2.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new3.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new4.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new5.jpg)
(http://www.logictechnologies.com\keith\stuff\pbchar\new5W.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on May 05, 2005, 07:13:14 PM
Not Bad. Just 1 thing, the face mask doesnt look very real... touch it up maybe and add depth to the eye and cheek parts.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on May 05, 2005, 08:44:18 PM
Personally, I HATE the baggy clothes...
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on May 06, 2005, 07:36:44 AM
Very nice Rob.
The character looks alot better. There is some tweaking on the side of the mask that needs to be done (as we discussed in person). And from the side the mask, as a whole, looks smallish, but looks fine from the front view...hmm....interesting.

Adding cheek and eye detail might be a good idea, BUT...we have to keep in mind that the face detail will be behind the lens. The lens will have some kind of reflection, or color, or something else drawn on it so you can actually tell there is a lens there. That is going to block most, and all in some cases, of the facial visibility. So the lower detail on the face area saves polygons.

The baggy cloths look great. I do think the ref pic Jitspoe provided looks a little like a model and not a real player. Real players, although a good ammount do tuck thier pants in or strap them down, wear more bulk than that ref pic.

I guess, all in all, Jitspoe's comment is the one that really counts.

re: Personally, IHATE the baggy clothes...
THIS is why I asked Jitspoe to make a private forum for us to pass developement critique. There is NO constructive critisism in that statement eiii. You simply stated your personal feeling with disregard for what the topic of this post asks for, CONSTRUCTIVE Critisism.

Another reason I asked Jitspoe to make a private forum is that I seriously doubt most of you have any real 3D experience. This limits your ability to look past what you see. Most of you have not learned, by repetition, to view WIPs, and see beyond what's presented, and visualize what could be. For instance, the mask still needs a little tweaking, but it's nearly as close to perfect as it's going to get without adding polygons. The skin is where the magic happens.

Take a look:

Here we see an unskinned mask...plain, almost yucky looking, right?
(http://www.logictechnologies.com/keith/stuff/tpex1.jpg)

NOW look at it skinned...a BIG difference, eh?
(http://www.logictechnologies.com/keith/stuff/tpex2.jpg)

Now have a look at what the mask looks like from a full character view.
(http://www.logictechnologies.com/keith/stuff/tpex3.jpg)

Look...I'm not downing anyone for not being trained to visualize 3D objects past and through thier WIP (work in progress) states. It's just something that people learn to do over time. The problem arises when inexperienced people give critisism, or unconstructive critisism in some cases, and confuse and alter the work and momentum of the artists. When, if they could "visualize" the WIP, the comments would be altogether different.

BTW: The character shown above was modeled by someone else for the MVPB Ut2k3-4-5-6-7---138 mod that will never be released becuase of...we won't go there. I just did the skin for it.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 08, 2005, 09:15:04 PM
It's coming along, but I think you really need to find some good reference pics to get a better idea of how the equipment fits on a person.  The mask, for example, is far too small.

(http://www.planetquake.com/digitalpaint/images/devel/750breal_blasting5.jpg)
(this one doesn't have the visor, but you should get the basic idea)

I threw together a quick outline approximating where the mask should go:
(http://www.planetquake.com/digitalpaint/images/devel/new2_tweaks.jpg)
Also, highlighted in green are polygons that should be removed -- they're so small they'd never be seen.

As for the jersey.  After looking around a bit, I see what you mean about the untucked/baggy look.  I think the problem with the model as it stands is not the fact that it's baggy, but the fact that it looks like a really thick and heavy sweatsuit.  Also, if the shirt is untucked, it won't be bunched up at the waist like that.
(http://www.planetquake.com/digitalpaint/images/devel/121.jpg)
I guess I'm not too picky about untucked vs. tucked.  It can go either way so long as it looks good (and we can always do two different models that share skins -- one tucked in, one untucked and let the players decide).  If you want it untucked, though, you'd need to model it more like this:
(http://www.planetquake.com/digitalpaint/images/devel/new1W_tweaks.jpg)
Some other notes: The shoulders look like he's really stiff or he's shrugging.  Sag them down a little to make the pose more natural.  You have what looks like pectoral muscles and a rib cage modelled.  Scratch those and instead make it look more like baggy jersey.

The bagginess around the ankles... like I mentioned, it looks more like sweatpants than a lightweight jersey.  Here are some photos for reference:
(http://www.planetquake.com/digitalpaint/images/devel/running.jpg)

(http://www.planetquake.com/digitalpaint/images/devel/0264.jpg)

(http://www.planetquake.com/digitalpaint/images/devel/2382.jpg)

Perhaps we should take some polygons out of there and leave it more up to the skin to add the wrinkles, since most are so small it would be impossible to model them without insane polygon counts.

The wrists: again with the heavy wrinkles.  Keep in mind there are really only two functions for the polygon mesh: outlining the shape and lighting.  The rest can be done with the skin/texture.  The lighting as it stands looks kind of funky, and the outline looks like the material is too thick.  I wish I could be a little lest vague, but it needs to be reworked somehow.  Also, the elastic band part of the jersey should conform naturally to the wrist/hand.  Right now it looks like the elastic band was preformed and the hands were just kind of stuck onto it. :)

The hands: first of all, the knuckles look like they're way back in the middle of the hand.  Those need to be moved forward.  These will need some more polygons, around the thumb especially.  I really like the way the hands on the MVPB model look (except for the wrists, where the jersey should be tight around them).  How many polygons is that model, anyway?

Shoes: I know I said to make them more boot-like, but looking through my reference pics, it looks like most people wear some kind of either specially-designed shoes or sneakers.  I also like the way the MVPB shoes look, so try to go for that style.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 09, 2005, 04:14:38 PM
(http://fz.se/bildarkiv/images/2_Days_to_Vegas/dtv_14.jpg)

This model has some nice "lightweight" pants.  Most of that is texture work, but the mesh gives enough of an outline to really highlight the large wrinkles.  See if you can do something along those lines.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 10, 2005, 08:37:27 AM
(http://www.logictechnologies.com/keith/stuff/pbchar/front.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/3_4view.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/back.jpg)
Newer.....sleeve edits
(http://www.logictechnologies.com/keith/stuff/pbchar/3_4viewN.jpg)
Title: _
Post by: Dirty_Taco on May 10, 2005, 11:15:37 AM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 10, 2005, 01:16:08 PM
The arms could stand to be a little beefier, but you're getting closer.  The wrists and waist still look like the material is really heavy.

The mask still needs some tweaking.  The part near the ear, you've got it going up kind of like: _|\_ -- that should be pretty much solid, as I outlined in this (http://www.planetquake.com/digitalpaint/images/devel/new2_tweaks.jpg) picture.  The transparent area should probably be a little smaller.  The mask should be a little wider on the sides, and then you should probably shrink the whole head down because I think it's starting to get too large.  Take a look at http://www.angelfire.com/extreme2/TCPP/mask.html  -- there are some flex masks near the bottom.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on May 10, 2005, 02:03:43 PM
I think we have a slight communication problem here.

We initially started out with this mask http://www.havocpaintball.com/24fcdc30.jpg
This is further supported by this image you made, Jitspoe: http://www.planetquake.com/digitalpaint/images/devel/maskfixes.jpg

Now you are saying you want an entirely different mask.
The mask we started out with is the JT Vission ProFlex.
The mask you are now saying you want is the JT Vission Flex 7
Have a look for yourself:
http://www.jtusa.com/2003/paintball/paintball_visionproflex.asp
http://www.jtusa.com/2003/paintball/paintball_visionflex7.asp

The ProFlex is the mor ehigher end mask, and much cooler mask, imo.
It's the one we started with.
And the one I think we should stay with.

BAD Jitspoe BAD!
/me throws WooWoo's 270+ shoes at Jitspoe.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 10, 2005, 04:32:16 PM
My bad... so many JT Flex this and Flex that masks that look almost the same, heh.  Guess ProFlex != Flex Pro. :)  Some things about the mask still don't look accurate.  Just make sure you make it true to one of those masks. ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: rob on May 10, 2005, 04:42:48 PM
right E O chap
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 10, 2005, 05:46:50 PM
just some more progress..........lemme know
Title: _
Post by: IronFist on May 10, 2005, 06:07:24 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 10, 2005, 08:35:53 PM
Ok, gonna post a few links to mask images (the proper one this time):

http://www.cd-sportz.ch/shopping/shopx.html?d__JT_Spectra__ProFlex__05_thermal_black2170.htm
http://www.paintball2000.de/news/details.asp?artieklid=775
http://www.ad-paintball.ru/ru/catalog/detail.php?BID=54&ID=6064

Now for the crits:
(http://www.planetquake.com/digitalpaint/images/devel/face3_4_crits.jpg)

As you can see in the first link, the visor is thin plastic that snaps on above the rest of the mask -- there's an open space there, so make it detached from the lens in the front and instead make it essentially 0-thickness hovering above the mask in the middle (magenta).  It also needs to be larger.  Right now it's about flush with the rest of the mask.  The mask needs to actually touch the face, not stop at the lens, so bring it all the way in and seal those gaps off (yellow).  The lens also needs to go closer to the front of the mask (cyan).  If you move it forward, you might want to push the rest of the mask back a little so it doesn't look like it's sticking out too far in front of the face.  The dip around the nose area needs to be steeper as well.

The face of the mask actually sticks out a bit and overlaps the part that wraps around the back of the head (red).  Also, the edge of it needs to be straighter (green), and the part that covers the nose needs to be brought together more (white).  Suggestion: Orient your model so that it's facing the exact same direction as one of those mask photos and render it, then overlap the mask photo on your render with photoshop or something and adjust the transparency so you can have an exact comparison.  Tweak it until you can get it as close as possible.

Also, I forgot to highlight it, but the neck of the jersey should be up a little higher around the back of the neck.

And the more I think about it, the less concerned I am about polygon count.  I'd like for this to be on par with current gen and potentially next-gen games.  The current limit on polygons/verts is 4096, but I can increase that.  I don't want this to look dated in a year, you know? :)  And the SKM code seems to be fairly fast even without much optimization, so I think we'll be OK.  Besides, we have LOD, so lower end systems can just use the lower polygon version.  So long as polygons aren't being wasted on details that aren't visible or can be done with the skin, I'm good.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 11, 2005, 11:19:44 PM
I put together a little bit of the mask in Wings3D -- Thought it might be helpful.  Unfortunately it only lets me create "solid" objects, but it should be good enough for reference.  The face mask and lens total ~70 polygons when you exclude all solidifying polygons.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 11, 2005, 11:30:00 PM
... and the mesh file (I exported it as 3DS.  Hopefully it will open OK).
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 12, 2005, 11:14:13 AM
(http://www.logictechnologies.com/keith/stuff/pbchar/frnt.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/3_4a.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/sideA.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/3_4wPic.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/sideByside.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/bothA.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/bothB.jpg)

Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 12, 2005, 01:59:07 PM
Excellent progress!  One thing you need to be wary of is 3DS max's apparent tendency to make long, thin polygons.  Those cause hell for UV mapping, especially since we'll need to make skins that will fit multiple model LOD's.  Once the model is closer to being finished, you'll probably have to go convert a few polygons to triangles so you can have better control over this (or maybe max lets you control that in other ways?)

(http://www.logictechnologies.com/keith/stuff/pbchar/sideByside.jpg)
The part that covers the ear -- notice how on the photo it goes back further - almost all the way to the back of the head, then curves up sharply?  Hmm, actually it looks like that may have come loose and slipped down.  See if you can find another photo of the side of that mask.  In either case, it needs to move back a little, and I think the strap needs to be a little smaller.  The bottom of the goggles needs to be a more continuous U curve.  What you have is kind of zig-zaggy.  Also, the back of the face mask where it overlaps needs some tweaking.  Also, on the middle of the side, near the goggles, there are some overlapping lines.  I'm not really sure what's going on there, so my guess is there are some polygons that can be removed.

The visor still needs a lot of work.  I think I'd go ahead and define the "layers" or "ridges"... whatever you'd call that: http://www.paintball2000.de/news/details.asp?artieklid=775  They should only add a couple polygons on each side.  I think it still needs to stick out further as well.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 13, 2005, 08:30:16 AM
Ok here are some more edits such as added detail to the bill of the mask, also some optimization.  The jersey neck also made to look a lil loose.  Notice the hard edge on the neck and the chest that will NOT be there the head and body are two separate meshes at this point so that's why that appears.

(http://www.logictechnologies.com/keith/stuff/pbchar/513jtA.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/513jtB.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/513jtC.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/513jtD.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/513jtE.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 13, 2005, 06:46:24 PM
Looking good.  I think the mask is pretty much done.  One more tweak though, the part that comes up to the nose, bring that down a bit -- make it more horizontal and expose more of the nose.  Oh, and I think the visor still needs to stick out a little more.

Now, for the rest

Shirt:  What's the polygon count on the shirt mesh now?  The modelled collar, while it looks good untextured, will probably be impossible to see with a texture on it, and it will be hard to scale with different LOD's.  It still looks "heavy" overall.  I think most of that is in the wrist and waist.  About all I can suggest there is get lots of reference pics and try to model after what real clothing does.  I think it might be best to merge some of the smaller wrinkles together and make larger, more defined ones and let the skin take care of the smaller ones - cut down the polys a bit.  Also, aside from making the material look to heavy, the large sags around the wrists are going to look wrong when the arms are in a different position (which they will be pretty much all of the time -- holding a weapon up, not down at his side), so keep that in mind.

Hands:  The hand on the left (his right hand) appears to have rounded finger tips, while his left hand appears very blocky.  I assume they're both the same and it has to do with the angle?  It would be nice if you could tweak it such that the finger tips looked rounded from all angles.

Shoes:  Need a lot of reshaping, put simply.  Take a look at these:
http://www.paintballerz.com/Scripts/prodView.asp?idproduct=270
http://images.amazon.com/images/P/B00024GNTQ.01-A14LK0ZXSU0XON._SCLZZZZZZZ_.jpg
http://www.ppba.com.au/ShoesJTProSeries.jpg
http://www.ppba.com.au/ShoesDyeATC04.jpg
http://www.ppba.com.au/ShoesJTTournament.jpg
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 17, 2005, 01:52:26 PM
edits on the shoes, jersey neck, longer visor and fingers

(http://www.logictechnologies.com/keith/stuff/pbchar/517a.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/517b.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/517c.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 18, 2005, 05:26:20 PM
Ok, the jersey still needs a bit of work, I think.  The wrinkles near the shoulders look unnatural.  This is the area with the most stress on it, due to the weight of the rest of the jersey pulling down, so there shouldn't be much wrinkling going on, at least not in the horizontal direction.  I also think it looks a bit polygon heavy when it doesn't need to be.  Let's take a look at some reference photos again. :)

http://www.paintballplus.com.au/images/site/rs-2l.jpg

Notice how there's very little wrinkling on the shoulders, and it's fairly smooth along the outside edge.  Focus on the outline here, as that's what the mesh needs to do, outline the model.  There are some large vertical wrinkles on the inside, toward the armpit area.  That area will be tricky to animate, so keep that in mind while working on it.  Also, the wrist area -- it still looks way to "heavy."  You've got a big, drooping sag there.  Notice on the photo how it only sticks out slightly then comes in sharply at a 90+ degree angle?

Here are some more pics:
http://members.shaw.ca/sniperbob92/voodoo.html
http://www.biglspaintball.com/DSCF1154.jpg
http://www.biglspaintball.com/DSCF1154.jpg
http://www.hoffmanpaintball.com/single_side_jersey.gif

Also, the elastic around the wrist -- that needs to be snug against the flesh, not sticking out, so you can bring that in and delete those edge polygons there.  And go ahead and untuck the jersey as well.

Some more pics that might be helpful:
http://www.pandppaintball.com/c5jersey.htm
http://www.rightattitudepaintball.g2gm.com/photo4.html
http://www.paintball-discounters.com/paintball-discounters.com/jersey_empire_invert_gray.jpg

The shoes still need work.  Toe is too big and flat, and I think they may just be too big overall.  Take a look at the proportions here:
http://www.thesportsauthority.com/product/index.jsp?productId=1393524

The mask needs a little bit of cleanup, particularly on the strap on the side of the head -- You've got edges going every which way -- try to keep everything quads there.

The collar also needs fixing, but I don't have time to explain it.  Gotta head out.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 20, 2005, 02:19:41 PM
Update..........jersey untucked, need crits.  I will be gone this week from sun-sun(5/20-29) most likely, so I prob won't get back to this till then.
(http://www.logictechnologies.com/keith/stuff/pbchar/520front.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/520back.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/520side.jpg)
(http://www.logictechnologies.com/keith/stuff/pbchar/520_34.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on May 20, 2005, 03:18:45 PM
It still looks like it's tucked in, just hanging down further.  You need to do away with the horzontal wrinkles and make them more vertical.  And you mirrored it and lost the uniqueness of each side. :(  I liked that.  I guess it can be re-added later, though I think I prefered the other leg better.

One thing that I think needs addressing overall: It appears as though you're trying to seal off each mesh in the model  You don't need to do this.  In fact, it might be best to make the whole thing one mesh, then break it apart when it's finished.  So long as there are no gaps visible, it's all good.  Anything else is wasted polygons, and in the case of overlap, wasted fillrate, too.

Another thing to keep in mind is that we need clean breakpoints for unwrapping the skin.  I think the most logical way to do it would be to simply have the breaks right along where the fabric seams would be.  I think the mesh resembles that somewhat already, but those edges just need to be straightened out so no weird stretching occurs.  At some point I'll need to look at the mesh and make sure there's nothing problematic going on that isn't visible.  Think you could post that before you leave and I'll take a peek at it while you're gone?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 31, 2005, 07:41:15 PM
updates ;D
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on May 31, 2005, 07:42:32 PM
more
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 02, 2005, 03:35:21 PM
Looking good.  I think we're about ready to move onto the next step.  A couple more minor tweaks first, though -- I'd like for you to make each side unique like you did (or it looks like you did)  here (http://dpball.com/forums/index.php?action=dlattach;topic=792.0;id=15;image).  Also go ahead and drop the bottom untucked jersey down a little bit.

Also, make sure you have some polygon edges along where the seams of the clothing would be.  I think that'll be the best way to unwrap it.  The resulting unwrap should look something like this: http://www.pbaz.com/pictures/RMRRamrod/ricochetfactory.jpg  (only we'll want to be much more efficient with space usage -- I'd like for the mesh to use 90%+ of the texture if possible).  Also keep in mind that the shoes, pants, jersey, mask, gloves, head will all use separate skins to allow for lots of player customization (and reuse on other models once we make them).

We need to start thinking about jersey designs, too.  The problem is most jerseys are mostly black, and I've already had complaints about it being difficult to tell the color of the current model, so the designs we use are going to have to be mostly color.  Here are some I think would work well:
http://www.paintball-vision.de/images/big/dye_001.jpg
http://www.paintball.at/site/shop/images/proto_jer_blau_gross.jpg
http://www.paintballplus.com.au/images/site/rs-2l.jpg

Not sure if we should go with real jersey designs or design some of our own -- I should probably write for permission to use copyrighted names and such.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 02, 2005, 06:11:09 PM
Quote
Also keep in mind that the shoes, pants, jersey, mask, gloves, head will all use separate skins to allow for lots of player customization (and reuse on other models once we make them).

Now thats what I'm talking about Jitspoe.  Are these custom's skins going to be downloadable and accessable via the stand alone menu or by stupid ass cmds in the console?
***edit you should get away from using those cmds in the console and implementing all know binds in to the menu options.  Easier said then done i know but SO user friendly.


How many models are you looking to design?
Title: _
Post by: IronFist on June 02, 2005, 06:51:11 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 02, 2005, 07:20:22 PM
Quote
edit you should get away from using those cmds in the console and implementing all know binds in to the menu options.  Easier said then done i know but SO user friendly.
Which commands are you referring to?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: sAtSy on June 03, 2005, 05:41:20 AM
when will this all be released?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 03, 2005, 10:12:03 AM
The answer to that question is always, "When it's done."
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 03, 2005, 05:47:05 PM
JItspoe every command you can think of, one example would be rate bro.

Iron like q2 invisable skins :)  or model of a black spider  (the worst to play against)

So no clan spraying on jersey and then creating a new model folder for example

skins/LGMmale/Loial21 ?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on June 03, 2005, 10:05:39 PM
moving on to unwrapping stage ;D
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 03, 2005, 11:56:08 PM
Hm... something doesn't look right.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: trigerhappy on June 04, 2005, 02:21:04 PM
hey guy this is going too be sweet wen its all done  ;D
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: nXe` on June 04, 2005, 02:22:15 PM
Quote
The answer to that question is always, "When it's done."

I don't think we're down in Texas developing the next-gen title for id Software now...

;)
Title: _
Post by: IronFist on June 04, 2005, 02:39:51 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 04, 2005, 07:36:53 PM
Hm... something doesn't look right.
You're going to have to be a little more descriptive there, bud.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 04, 2005, 07:46:58 PM
I seriously don't know what's wrong. It looks like he's sagging too much... ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 05, 2005, 04:47:46 PM
Yes, Great job on the new models I hope that when I get back the finished product will be playable and will kick a.s.s.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: nXe on June 05, 2005, 09:20:32 PM
looks good... i think once it's animated it'll look fine...
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 06, 2005, 08:40:11 AM
I've started unwrapping this beast.
The modeled wrinkles are making the job rather interesting.
bout 90% done with pants and maybe 40% to 60% done with jersey.
I'm thinking that i will probably take a crack at skinning the mask once I finish unwrapping.
I'll take a crack at the rest, but I'm not 100% confident that I could do the best job on the pants and jersey.

I do see an issue with the hair though. We haven't modeled for a sandana or ball cap so it looks like we are stuck with skinning hair onto the head. We could simulate a bandana over the top of the head, but around the back of the neck, below the mask strap, is the main area of cancern. It's modeled as if the character is bald. I'm just thinking that painting hair onto the bald shaped head may look odd.

If anything is to be done about this I would highly suggest that is be handled in one of two ways in order to preserve current geometry and not ruin my unwrapping progress to this point:
The modeler would have to get the current .3DS export from me with uvwmapping coordinants intact.
Then we can alter the current geometry, without adding or subtracting polygons, to simulate hair or whatever we choose.
We can also, as an alternative, ADD geometry to the head and back of neck area to simulate the same.

In any case no vertices can be welded to, added, subtracted, or any other change to the current model or I lose uvwmapping coordinants. Adding seperate elements to the model that are not welded or attatched to existing vertices would work fine. I would simply place that new geometry onto a seperate mapping channel and make it another skin.

Jitspoe...any thoughts on this matter?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 06, 2005, 12:40:06 PM
Yeah, I was wondering what to do about that...  If it's short hair, though, there's really not much to model.  I mean, something like this: http://ravenfiles.dyndns.org/css/cs_office0046.jpg -- what would be left to add to the model to achieve that?  Perhaps one of those padded baseball-cap-type-things would be good, though, as it seems a lot of the pros wear them.  It shouldn't be much effort to just tag one of those on there without messing anything up.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on June 06, 2005, 05:40:40 PM
We could also add some polys to the head area.  Using aplha channel to simulate hair.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 06, 2005, 08:03:06 PM
Hmm, I don't know how much is really necessary there.  I mean, would you really even notice that?  We could always do something simple like this:

(http://www.planetquake.com/digitalpaint/images/devel/running.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 06, 2005, 09:45:17 PM
rofl does he have enough balls though .....jesus christ

I hate to say most pb'ers dont go around with out head cover, so Jitspoe point is valid, sadly

I wanty my 300 baLL HOPPER BACK!!!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 07, 2005, 07:59:13 PM
Lots-O-Progress on character unwrapping.

Jitspoe: Right now, if you have max6 and photoshop you can start skinning the jersey, pants, shoes, and gloves. I'm pretty sure they are done...if no one starts skinning I will go back and tweak the whole model once done with all the parts, other wise i would leave everything alone if skins were started.

Here's some unwraps that are complete (or very very very close to it):
(http://68.184.141.31/dpchar_shoes.jpg)

(http://68.184.141.31/dpchar_gloves.jpg)

(http://68.184.141.31/dpchar_jersey.jpg)

(http://68.184.141.31/dpchar_pants.jpg)

These images are not the final skinning templates. They will be much larger.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 07, 2005, 09:55:55 PM
<nazi mode>
A good start, but I think there's still a lot that can be done to optimize the space usage.  For example, there's a lot of blank space on the shoes that can be fixed by reorienting and scaling things a bit (see attachment).  Also, we talked about stretching the pants... I'm going to do a bit more research and get back to you on that -- I really don't think the stretching is that bad.  If there were some distortion and skewing going on, I'd agree with you 100%, but I don't think a 20-30% vertical stretch is going to hurt anything.

The jersey is a big concern, though... and probably what you put the most work into, too.  But it's only using up about 50% of the area, if that.  We really need the area on this one, as it will probably contain most of the detail.  This is why I suggested breaking it along the seams of a real jersey, since the designs would naturally break there and we wouldn't have to worry about lining them up.  You've done that for the most part.  You just need to break the arms off and place them next to it in order to make it more square-shaped (then scale everything up, obviously).
</nazi mode>

But good work -- I appreciate you guys working on this! :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 10, 2005, 08:59:55 PM
(http://68.184.141.31/dp_beachwear.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 10, 2005, 11:49:49 PM
Haha, we should make a Hawaiian shirt jersey :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 11, 2005, 01:48:54 AM
ITS a DON HO Model!!! This should be followed up with death .Wav sound being the first five seconds ..of Hawaii Five_O, then silence for a full second, opon which  a chorus of "Your dead" would follow once.

A classic take on SOD-MOD.com and Lame 80's stuff
Title: _
Post by: IronFist on June 11, 2005, 08:13:10 AM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 14, 2005, 07:45:41 AM
Just a note:
Jitspoe, I have had to adjust the UVWs on the mask.
As long as you have not modified the version of model you have I will simply send you the new model file when I am done adjusting.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 14, 2005, 03:58:18 PM
Aight.  Don't worry about it.  I'll probably work on the jersey or pants first.  I haven't started yet.  I've been working on... other things. ;) ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 14, 2005, 06:34:01 PM
We should totally have multiple skins. Now.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 14, 2005, 11:33:32 PM
Now.
Then make some. :P
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 15, 2005, 05:22:25 PM
I might if I had the model and UV files... anyway, I can't skin worth crap. Nows a good time to learn, though...

That "now" was my motivational motivation! It was suppost to motivate you, not make me make some!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 15, 2005, 05:36:52 PM
I already have motivation.  What I need is time...
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 15, 2005, 09:28:21 PM
I'll make you make time.
Ready? GO!

Bleh. I once again point to my previous realization that if I had the model, etc. I could try my hand at making skins. Go me.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: meat on June 16, 2005, 09:52:41 AM
Wow, it's been a while since i've checked in here, but darn, that looks mighty slick sirs.... Keep it up!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 16, 2005, 08:50:38 PM
it's completely up to Jitspoe, but i am NOT against releasing the model (with UVWs) and skin templates for anyone wishing to take a stab at skinning something.

...Jit?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 16, 2005, 09:38:04 PM
well...four tries
a couple uvw readjustments
and i'm finally getting something that looks close

keep in mind this is NOWHERE near done...
Just trying to get the holes lookin right.
(http://68.184.141.31/dpmask_test.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 16, 2005, 09:40:57 PM
I'm wondering if we should make the holes transparent -- dunno if there's a face under the mask as it stands now, though, and we certainly wouldn't be able to have a face under it in the low-poly version, so it'd need a different skin (or at least have the alpha disabled) on the low-poly version.  Hmm...

Edit: oh and go ahead and release the mesh/wire skins to the public.  This is an open-sourced game, after all. :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 17, 2005, 04:24:27 PM
I would love to make the holes transparent, however, there is no face under the mask so you would see right through the whole model. Once I do the skin around the chin and eyes I can match the color inside the hole, a little darker of course. I'll see what that looks like.

I will make a skinning guide for the character and post up all the needed files when I get a chance.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 18, 2005, 11:37:26 AM
A little more progress...

(http://68.184.141.31/dpmask_test2.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: mac on June 18, 2005, 10:23:12 PM
i Really like the idea..
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 19, 2005, 09:47:23 AM
(http://68.184.141.31/dpmask_test3.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: bitmate on June 19, 2005, 12:15:06 PM
Excellent work!!!
I can't wait until the whole model is ready ;)

can you name a date, when everything will be done?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 19, 2005, 03:58:55 PM
well, as anyone knows that has been a part of this mod for any significant ammount of time, this mod will probably never be "done". It has been in continual developement from day one.

The character is supose to be imlimented by DPCON2005, at the end of july. Once the skins are complete (there must be at least four skins for the four different team colors) the character must be boned and animated. SO there is an aweful lot of work left to do just to get this one character in the game.
Title: _
Post by: Dirty_Taco on June 19, 2005, 07:56:19 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 20, 2005, 01:30:08 AM
BONED!!! :) Yes your good at cheating.

S_ eight_ n(s8n)  I would normally not comment on such things as this is way out of my forte, but I bow yet again to you and your skilz.... nicely done lord of time, famine, pestilences and Death. Happy father's day. Daddy
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 20, 2005, 10:34:35 AM
We should probably get someone on the boning/animation while we're working on the skin.  Before we get it all done, though, we'll need to export a SKM file to make sure everything's cool as far as scale and all that goes.  It needs to be 56 units tall (max) when standing and half that (28 units) when crouching.  I posted export instructions here: http://dpball.com/forums/index.php?topic=819.0

I guess I can try it myself now, though. ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 20, 2005, 05:36:06 PM
(http://68.184.141.31/dpmask_test4.jpg)
Title: _
Post by: Dirty_Taco on June 20, 2005, 05:59:32 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 20, 2005, 07:57:52 PM
OK OK...
I know i'm posting too many images.
But I did a preliminary color test, so I thought I share.

(http://68.184.141.31/dpmask_test5.jpg)
Title: _
Post by: IronFist on June 20, 2005, 08:47:20 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 20, 2005, 09:34:36 PM
Pretty. More than the helmets are going to have to be the team color, though.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 21, 2005, 02:07:09 AM
The colors will need to be less saturated.  Take a look at: http://www.anythingxtreme.com/pimages/g/GogA-JT-Flx7Msk.jpg
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 21, 2005, 05:43:13 AM
Quote
More than the helmets are going to have to be the team color, though.


sarcasm_level = high;
sarcasm = on;

OMG...that just slipped my mind.

Ok...no gray character with colored masks then i guess. And I thought I was all done with the skin  :-\

sarcasm = off;
sarcasm_level = normal;
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 21, 2005, 11:15:36 AM
300 Ball hopper was nice, just bad for the spray & pray newbies, And this guy has like tons of paint balls and you think if you were empty you can grab a new can and rape someone with 200 new paintballs or more! :D

-Termin8oR
Title: MASK
Post by: 3dblu on June 22, 2005, 01:55:15 PM
Lookin' killer S8N.  Looks alot better than the other one posted early on in the thread.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 23, 2005, 11:48:40 AM
The helmets have a bright color, but that can be fixed and great job. Really coming together on these new specs! :D

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 24, 2005, 08:09:48 AM
Ok...
Fixed a few things (like the nose highlight).
I broke the skin up into pieces (as you shall see).

Check it out...
(http://www.logictechnologies.com/keith/stuff/dpchar/dpc1.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpc2.jpg)(http://www.logictechnologies.com/keith/stuff/dpchar/dpc2_1.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpc3.jpg)(http://www.logictechnologies.com/keith/stuff/dpchar/dpc3_1.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpc4.jpg)(http://www.logictechnologies.com/keith/stuff/dpchar/dpc4_1.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpc5.jpg)(http://www.logictechnologies.com/keith/stuff/dpchar/dpc5_1.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpcxw.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpcx.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 24, 2005, 11:48:10 AM
Heh... Can't wait for deathmatches where everyone is like that last pic. :)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 24, 2005, 06:08:02 PM
Yeah, Some nice craftmenship there, keep up the great work.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 25, 2005, 01:21:09 AM
(http://68.184.141.31/dpchar/dpc2.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 25, 2005, 01:49:05 AM
Pretty... at the rate you're going at, you'll be done in no time!


But hurry up anyway. ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 25, 2005, 05:47:28 PM
LoL, Lookins great... The rate your going in is wicked awsome fast and nice detail and cool looking characters.
Keep up the good work.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on June 26, 2005, 07:35:03 PM
Wow.. coming along great.. I think that change is good.. I love the pod idea. This would be a lot of change, but just an idea: you can choose from 2 or 3 different characters. I think the visuals of the characters would make the game more fun. On the HPA idea... people would never have to reload air, BUT, they would have to reload if you put in the pods

The comment about the baggy jeans: paintball players try to wear baggy clothes so it absorbs the impact of the ball and may even keep you in the game for a little. less ball breakage
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 27, 2005, 06:33:54 AM
Multiple characters are planned, or at least the new model format and all the new stuff is being designed with adding more characters in mind. We will fully impliment this one character first before we go forward with other characters though.

Same for the skin. One skin first, then others can follow.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 27, 2005, 11:16:16 AM
(http://www.logictechnologies.com/keith/stuff/dpchar/dpcx.jpg)
I think the yellow, blue, and purple areas should be colored, and the blue area grey/black.  It looks weird having the purple area grey.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on June 27, 2005, 01:03:44 PM
What about the pods and HPA idea.. do you know what you guys are doing with that yet?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 27, 2005, 01:19:42 PM
That's a bit off topic, and we aren't planning on any gameplay changes for the next version.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 27, 2005, 03:49:01 PM
I have it setup so you can make whatever area any color you want in any combination you so desire.
That is what that multicolored mask skin is supose to demonstrate.

So...have it your way, have it your way, have it your way at....um....sumthin sumthin.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 27, 2005, 04:19:21 PM
Is the skin layout still the same? ie: if you used all red, would it just be one image? (aside from the lens)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 27, 2005, 05:18:55 PM
It might be easier if each section was a separate skin, for the custom coloring.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 27, 2005, 05:27:37 PM
The mask skin is ONE skin...in photoshop I have it arranged so that any of the parts can have any color turned on/off in what ever color arrangement you so wish.

So...what this means is...
You can create the default four skins right now, but for the future the PSD file is already set so you can mix and match colorings for when/if the player is given different configuration selections.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 27, 2005, 05:45:48 PM
Oh, I thought you split the mask up to have multiple texture mappings.  So this is stuff that couldn't be changed in-game, it's just set up to be easier for you to control while creating the skins?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 27, 2005, 07:17:34 PM
yessir...now making multiple skins and having an in-game change system would be easier cause the PSD file is already set to create any combination of scheme you wish!!!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on June 27, 2005, 08:10:11 PM
i really have to give it to you all.. you progressing extremly fast..
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Cobo on June 27, 2005, 10:26:12 PM
but if there are different skins on a game you wont know who are you teammates. that would make it very had to play.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 28, 2005, 01:12:05 AM
Where did my huph go?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 28, 2005, 07:28:34 AM
Ok...i know it's been hashed out, but a little demonstration never hurt.

Though it definately isn't ALL the possible combinations possible, here is a demonstration of the yellow mask in 17 possible variations.

Which do you like?

1(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary1.jpg)2(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary2.jpg)3(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary3.jpg)
4(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary4.jpg)5(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary5.jpg)6(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary6.jpg)
7(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary7.jpg)8(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary8.jpg)9(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary9.jpg)
10(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary10.jpg)11(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary11.jpg)12(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary12.jpg)
13(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary13.jpg)14(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary14.jpg)15(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary15.jpg)
16(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary16.jpg)17(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary17.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 28, 2005, 10:31:56 AM
4, but the area above the nose inside of the lens should be black.

The yellow also needs to be a lot warmer/brighter.  The current color is far too difficult to distinguish from green and will blend in with grass textures giving yellow a big advantage.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 28, 2005, 11:32:26 AM
no...the area above the nose inside the lens is part of the same structure that the part outside the lens is...therefore it should be the same material as the part outside the lens...therefore it should be YELLOW!

Now...the lens is simply transparent, all of it, including the solid rim. That solid rim will eventually be the separation between the inside and ouside of the lens ans seen on the image below.

Yellow outside and  inside lens:
(http://www.logictechnologies.com/keith/stuff/dpchar/mask/ref/3633070_FULL.jpg)

New yellow better match:
(http://www.logictechnologies.com/keith/stuff/dpchar/mask/ref/GogA-JT-Flx7Msk.jpg)
(http://www.logictechnologies.com/keith/stuff/dpchar/dpchary0.jpg)

Kinda tough to get the color right...hope this is satisfactoy mein feurer?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 28, 2005, 12:32:49 PM
Ah, my bad -- I guess it's only the area right next to the face that's black (the padding).  Some of these pictures are just deceptive, too...

(http://www.splatsurbanassault.com/gear/jt-pro-flex-mask.gif)
http://www.splatsurbanassault.com/gear/jt-pro-flex-mask.gif

From your second pic, it doesn't look like the inside and outside of the lens is part of the same piece.   I think it's just set up almost like a pair of goggles with a face mask and visor that snap onto it.  Having it yellow is fine though, either way.  Just make the part right next to the face black (rubber padding).

The yellow looks better.  I think the dark area under the eyes is too dark, though.  Also, I forgot to mention this earlier, but make sure you have plenty of overlap of color on the edge of the meshes.  In other words, don't color perfectly in the lines.  If you do, when the skin scales down to lower resolutions, it will bleed in black (or whatever the background color is).  We also need to be able to reuse the skin for lower polygon models.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: nXe on June 28, 2005, 11:06:55 PM
man... that'd be sweet if you'd model the profiler instead... quick question: are there going to be new gun models?

s8nsson: sweet mask... what you have there is perfect.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 28, 2005, 11:17:09 PM
There will be new gun models eventually, but let's keep this on topic.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: loial21 on June 28, 2005, 11:17:57 PM
not new models but at least paint them with colors
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on June 29, 2005, 11:51:27 AM
Also, another feature for this would be: When the DP player is hit the paint splatter should stay on the body so the next couple rounds or so you see each player with DP hits on them(Paint Stains).

When shooting the wall I like how you see the paint splatter but you should make it stay on the walls/floor/roof alot longer so you see the map being used and every random shot and the spray and pray spots.... gives players a great advantage to watch for the most cover'd areas to hide from sprayers.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 29, 2005, 12:18:38 PM
Yeah, the splats do need to stay longer. And the grenades need to make splats instead of just a stain.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 29, 2005, 03:42:07 PM
It's a cvar -- splattime, I think, but that has nothing to do with the character model.  Let's keep this on topic.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 29, 2005, 11:05:45 PM
Hmm, problem.  I tried exporting it.  It almost worked, but a) it's freaking huge, and b) random polygons seem to be missing -- not sure why.  Practically all of the head isn't there.

(http://www.planetquake.com/digitalpaint/images/devel/dpchar_ingame_problem.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on June 29, 2005, 11:37:33 PM
you tried what?

Oh, exporting. I thought you said exploiting.
Title: _
Post by: IronFist on June 30, 2005, 07:20:46 AM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 30, 2005, 08:44:45 AM
Jitspoe give this a try.
I scaled it down to 56 max units (i may need to change the max units to match gaming units though)

http://www.logictechnologies.com/keith/stuff/dpchar/dpchar108.zip

I dunno what's up with the missing parts...we'll have to take a look once we get the size right.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on June 30, 2005, 09:27:25 AM
uh oh that is not cool.  I wonder if in the conversion between poly to mesh verticies were not welded.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 30, 2005, 10:29:17 AM
It's something wrong with the exporter.  I found a max script that exports it correctly, but now for some reason the .smd won't convert to a .skm.  I'll look into it more tonight.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Cobo on June 30, 2005, 01:57:51 PM
a) it's freaking huge, and b) random polygons seem to be missing
i dont think those are random poligons
Title: _
Post by: IronFist on June 30, 2005, 02:59:44 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 30, 2005, 04:05:30 PM
Ok, I figured out the problem with the script exporter -- it was actually something I did.  For some reason it was trying to export undefined polygons or something like that (don't really know maxscript... well, I don't know it at all).  I put a try/catch block around it, and it fixed the errors and exported seemingly correctly, but it was still exporting the texture name, just with no triangle following it, so the converter was getting off and trying to read the texture name as vertex data... yeah, that didn't work too well.  Now I need to figure out how to fix the max script so it won't export the texture name when the vertex data is undefined.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: 3dblu on June 30, 2005, 05:20:32 PM
Aight cool!! I am very happy it is fixed and not a problem with the model :)
Uh ? when do we get together on the animation end of this chap??
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie_ on June 30, 2005, 05:33:17 PM
Jitspoe: an estimate when the new build will release?
Title: _
Post by: IronFist on June 30, 2005, 07:43:01 PM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 30, 2005, 09:02:14 PM
I don't know who's going to do the animation, but we should really get the ball rolling on that.  For now the animations need to match the quake2 player animations.  If you can get ahold of qme (quake model editor), that's probably the easiest way to see what the animations are.  It might be best to use the q2 grunt for reference.  The current player model animations aren't that great.

Try to keep all animations within the 32x56 bounding box, and the crouched animations in 32x28 (half the height).  It doesn't really matter if the death animations go outside of the bounding box.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: S8NSSON on June 30, 2005, 10:00:43 PM
ya know that's pretty limiting on space for the animations.
any chance of dynamically changing the hitbox size?
maybe have multiple hitboxes that are attatched to each limb, etc...?

Jit you never said how the new model scale worked out?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on June 30, 2005, 10:21:36 PM
Just now got it working.

(http://www.planetquake.com/digitalpaint/images/devel/dpchar_ingame.jpg)

And in comparison to the old model:
(http://www.planetquake.com/digitalpaint/images/devel/dpchar_ingame2.jpg)

Scale looks good, and that should be plenty of space for animation.  It's not going to hurt to go outside of it a little bit, so long as it's not a foot or two outside like the old model was, heh.  I'm not going to mess with the hitbox any right now.  But really, moving the legs around a bit, maybe some sway to the body -- what would make it go outside of the hitbox?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on July 01, 2005, 12:41:05 AM
Ooh, very nice! Now you must animate.

EDIT- wait, are we doing custom animations?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on July 01, 2005, 08:12:58 PM
Did you guys start a skin yet?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 01, 2005, 08:27:07 PM
http://dpball.com/forums/index.php?topic=880.0
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on July 02, 2005, 07:07:41 AM
thanks.. You should do the dyec5... like in the first page of this thread.. I think that looks Great.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: BeeP3r on July 03, 2005, 11:40:14 PM
question: is there per-pixel-collision-detection? or whatever it's called? that'd be sooo nice in pball...
Title: _
Post by: IronFist on July 04, 2005, 09:46:43 AM
Post removed
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on July 04, 2005, 10:50:34 AM
Just got on here to say happy 4th.. With the models being more near done, you should put a screenshot with the skins on..
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on July 07, 2005, 01:19:36 PM
WoW, Starting to look GREAT.

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 13, 2005, 11:17:09 AM
The new jersey design is starting to grow on me:
(http://www.planetquake.com/digitalpaint/images/devel/new_jersey2.jpg)
(http://www.planetquake.com/digitalpaint/images/devel/new_jersey3.jpg)

Hehe, the bots look so funny jumping around with no animations.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Termin8oR on July 13, 2005, 12:30:15 PM
Damm, Those skins look crazy awsome... keep those ones!

-Termin8oR
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 14, 2005, 12:00:23 PM
Got rscripts working on skm models, so we have a glossy lens now!

(http://www.planetquake.com/digitalpaint/images/devel/skm_rscript.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on July 17, 2005, 06:00:23 PM
PRETTY!

I love jits enough to call him jitsey.

(Jitsey-pie is optional.)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spydie on July 18, 2005, 06:58:40 PM
im excited :-D.. i can't wait.. they look EXTREMLY great.. Jitspoe and s8n, you guys did a BADASS job.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 18, 2005, 07:02:59 PM
Don't forget 3dblu!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: DAMIEN on July 19, 2005, 02:24:48 PM
--- ya it does look really good. and i must thank all those who put work into and spent many hrs on improving the look of the game. i appreciate the fact you guys would devote your time without compensation to further improve the game that i and many others such as i enjoy as much as we
do. ---

--- DAMIEN ---

Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: EIII-notmycomp on July 19, 2005, 02:33:10 PM
So... how easy will it be to make the red, yellow, and purple skins?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 19, 2005, 04:31:49 PM
Compared to the other stuff?  Pretty easy.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on July 19, 2005, 06:11:54 PM
Good...

But just out of curiousity,is it going to be a manual effort or an automated one?

Automated is the wrong word, but I was talking about using effects and changing properties.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 22, 2005, 11:15:26 AM
Wee!  Colors and animation!

(http://www.planetquake.com/digitalpaint/images/devel/new_jersey_colors1.jpg)

(http://www.planetquake.com/digitalpaint/images/devel/new_jersey_colors2.jpg)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: agent-hwk on July 22, 2005, 01:21:21 PM
gret job! it looks good
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Garth on July 23, 2005, 10:31:58 AM
it looks done... NOW REALEASE TO PUBLIC :D!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on July 23, 2005, 03:48:58 PM
WRONG!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Oldie on July 25, 2005, 11:04:37 AM
man this is awsome!!!!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Spy on July 28, 2005, 09:17:34 AM
Hey...you have a date for the new release yet?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on July 28, 2005, 10:42:02 AM
Nope.  We still need to make the medium/low poly models and tweak the skins/animations a bit.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Arel on July 28, 2005, 02:54:37 PM
Come on! LoL sorry i cant wait i wanna see model :D
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on July 28, 2005, 03:08:03 PM
The LOD models can wait one build.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Mse on July 28, 2005, 05:50:23 PM
are they making a build 015 for this?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: bitmate on July 28, 2005, 05:51:37 PM
The new player modell will be released in build15.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: SdC.Captin on July 28, 2005, 09:02:27 PM
ahh ya there is a build 15 comin out but not untill jitspoe fells it is ready  and in build 15 there are new player models and a new game mode....PONG!
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on August 28, 2005, 02:14:08 AM
Ok, now you've had the chance to see it in action (http://dpball.com/forums/index.php?topic=1057.0).  Feedback?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on August 28, 2005, 09:41:03 AM
Model should be less stiff looking.
Also, I think he holds the gun too close to his face.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Cobo on August 28, 2005, 09:51:08 AM
and the model bends too much when he walks.

**edit**

haha im not sure what causes this but looks like when the player strafes the model just slides to the side.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: SdC.Captin on August 28, 2005, 01:55:20 PM
some curves in his body looks  squarish
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on August 28, 2005, 04:53:48 PM
Also, I think he holds the gun too close to his face.
So it should be further away, like this?
(http://www.teenquest.org/images/paintball-player.jpg)
(http://www.badcops.ch/was%20ist/paintballerSTEHEND.jpg)
(http://www.paintball-arena.ch/images/player_kniend.jpg)
(http://users.hunterlink.net.au/~ddwkl/paintball/player01.gif)
(http://www.warpig.com/paintball/recreational/foolsgold/gallery/player.JPG)

Hm, eiii says it's too stiff, cobo says it bends too much... which is it? :)

And there are no strafe animations - never were - but there will be eventually (though this will probably require that every server and client update).
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on August 28, 2005, 09:19:00 PM
I mean its too stiff when jumping. And also, I still stand by my statement that the gun is too close to his face. It should be more like the old one was. It's better to be able to see his face.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on August 28, 2005, 10:50:24 PM
It's not how you hold a real paintball gun, though.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: SdC.Captin on August 29, 2005, 12:17:07 PM
dont take it wrong love the game thats why im still here but not all that real of a game

by this i mean the 100 mph speeds and jumping
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on August 29, 2005, 01:27:07 PM
That's what I was going to say. Paintballers don't run around at 100 mph, either. Wer're just used to being able to see the head and face.

It looks wrong to me. ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: tomlvendetta on November 03, 2005, 10:26:38 AM
I think that it needs a better jumping animation, for a game like hldp, than that would be fine. But this is q2dp :S
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: jitspoe on November 04, 2005, 12:22:17 PM
The animations were rushed in order to get them done by dpcon.

The other problem is that the model isn't currently animated while it's in the air.  I might make some client-side animations so it at least has some movement while in the air.
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: |Clown| on December 19, 2005, 03:34:46 PM
guys put pods on the back of the players it would be so much better
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: bitmate on December 20, 2005, 12:47:55 PM
Reviving an old thread....
There were many discussions about pods. Just go out and look for them ;D

***edit:I found this one: http://dpball.com/forums/index.php?topic=795.0 (Took me about 10 seconds to find it...)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: (QeHs)Oscar(PbDc) on December 23, 2005, 08:28:40 AM
Holy crap guys, this is brilliant! Much better than the old models, keep it up!  ;)
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: Eiii on December 23, 2005, 09:56:41 AM
You do know that these have already been released, right?
Title: Re: Character Start...need CONSTRUCTIVE Critisism
Post by: taz on January 09, 2006, 07:04:37 AM
maybe could u do this

if u get a 200 hopper u get a white hopper on ur gun:D
with the barels the same for a bras barel u get a orange 1 and steel a black......

it would be awsome and more realistick
if its posible u can buy other masks and shirt later when u have earnd money if u get a great score. than nobody would look the same

:D

thnx gr T@z

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