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Sheng_Gradilla
Joined: 27 Jul 2007 Posts: 1
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Posted: Sat Jul 28, 2007 4:08 pm Post subject: |
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if I recall correctly, OMF 2097 was made with Autodesk's Autoshade 3D or something like that, so all the characters were modeled and animated in 3D, even Flail, so it's not likely that the problem with Flail not appearing had anything to do with the motion capture. There are many ways to do it, even special motion capture techniques that can be done with regular mocap equipment. _________________ - Gradilla Dragon
-=={UDIC}==- |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4547 Location: Norway
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Posted: Sat Jul 28, 2007 8:32 pm Post subject: |
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Sheng_Gradilla wrote: | if I recall correctly, OMF 2097 was made with Autodesk's Autoshade 3D or something like that, so all the characters were modeled and animated in 3D, even Flail, so it's not likely that the problem with Flail not appearing had anything to do with the motion capture. There are many ways to do it, even special motion capture techniques that can be done with regular mocap equipment. |
And do omf2097 have anything at all to do with realistic movement, realistic chainmovement, or accurate falling animations etc ? Of corse not. No robots for omf2097 was motion captured.
If you absolutelly WANTED to, yes you could dedicate a humongous amount of time to sit down and manually create one, or even motion capture a normal human and make slight alterations manually (That is what tehy did with Gargoyle's legs in OMF:BG, and from what I recal, even that was a bother). But no games developer in their right mind would do that, becose it would take to much time for something barelly worth it, unless you're already a gazillionare company and CAN afford to do such things.
Tempting to quote PBN here:
PhreakyByNature wrote: | I love the fact you'll remove all functionality and do the stupidest things to defend something.... i love OMFers |
_________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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Wraiyth
Joined: 25 Apr 2003 Posts: 3075 Location: Victoria, Australia
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Posted: Sat Jul 28, 2007 11:53 pm Post subject: |
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Yeah, god forbid Valve actually had non-humaoid creatures in Half Life 1! Hell, even Half Life 2! I mean, god, fancy having 20 animations for a 4 legged creature! This is insane! How could they spend the time doing that! _________________ WHEE! NEW HOMEPAGE!
NightFall Half Life 2 Mod |
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veryorkish

Joined: 23 May 2003 Posts: 3196 Location: Here!....Wait, no! There!
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Posted: Sun Jul 29, 2007 8:53 am Post subject: |
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Its cause they have the monies...
Actually keyframe animation isn't as hard as you people make it out to be. It's just fairly time consuming. |
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Raven
Joined: 14 Oct 2000 Posts: 6374 Location: Sriniskal
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Posted: Sun Jul 29, 2007 6:53 pm Post subject: |
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veryorkish wrote: | Actually keyframe animation isn't as hard as you people make it out to be. It's just fairly time consuming. |
I'll agree to that one. You just gotta persist and try to keep that spline as simple as possible.
I'd want to see OMF 3 with great gameplay and replay value. I don't care if it looks brand new, if those animations look like they came from 1999, or if there were certain hars that needed nerfing. That's about it. _________________ "The unofficial first person to edit their sig since 2009! Possibly 2008."
Scorpion Navy Issue
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Robyrt

Joined: 09 Sep 1999 Posts: 7606 Location: Virginia, USA
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Posted: Mon Jul 30, 2007 3:29 am Post subject: |
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If memory serves, there was a motion capture setup for OMF 2097 too. Some stuff you just have to hand-animate, though - Gargoyle's legs (although in 2097 they are mostly just human legs with restricted movement), Flail's chains, etc.
I would love to see Flail implemented in the OMF universe someday, as unique characters like him really enforce the giant robot concept and the newness of OMF in general. You'd have to concept him differently than you did in 2097 though - he needs jump jets to reach high places, some replacement for those ridiculous spiky wheels, and more frames per second than 2097 could do justice. |
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Sabotage

Joined: 23 Sep 2006 Posts: 72 Location: Inside my own head...
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Posted: Mon Jul 30, 2007 9:51 am Post subject: |
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Robyrt wrote: | If memory serves, there was a motion capture setup for OMF 2097 too. Some stuff you just have to hand-animate, though - Gargoyle's legs (although in 2097 they are mostly just human legs with restricted movement), Flail's chains, etc.
I would love to see Flail implemented in the OMF universe someday, as unique characters like him really enforce the giant robot concept and the newness of OMF in general. You'd have to concept him differently than you did in 2097 though - he needs jump jets to reach high places, some replacement for those ridiculous spiky wheels, and more frames per second than 2097 could do justice. |
Really? I didn't know that about 2097. Yeah, the spiked wheels on the Flail would look a little strange in 3D so perhaps unspiked wheels and jump jets for reaching higher places? _________________ Always improving my gaming skills and trying to learn new things where I can... |
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Raven
Joined: 14 Oct 2000 Posts: 6374 Location: Sriniskal
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Posted: Mon Jul 30, 2007 5:37 pm Post subject: |
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Robyrt wrote: | If memory serves, there was a motion capture setup for OMF 2097 too. Some stuff you just have to hand-animate, though - Gargoyle's legs (although in 2097 they are mostly just human legs with restricted movement), Flail's chains, etc. |
X2. There's probably an interview floating around where it was mentioned. I think turning flail into something more like a gecko with the flail on it's back would work. Jetpacks are overdone.
While I do admit there's something novel about animations like that and how they can be more easily accepted than ones with more frames, I do think that more than anything smooth and fluent animation plays the critical role in visual appeal of a game. _________________ "The unofficial first person to edit their sig since 2009! Possibly 2008."
Scorpion Navy Issue
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Sabotage

Joined: 23 Sep 2006 Posts: 72 Location: Inside my own head...
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Posted: Mon Jul 30, 2007 7:07 pm Post subject: |
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Now out of the six robots that didn't return, how do you think they should look and be implemented if they ever were to return?
Flail - Short, tank treads with a little hydraulic attachments for jumping, muscular looking arms with a whole in the wrists from which the chains come.
Shredder - Medium height, skinny, small circular saw blades for hands.
Up in the air about the rest ATM. _________________ Always improving my gaming skills and trying to learn new things where I can... |
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Lurker

Joined: 26 May 2003 Posts: 4696 Location: The underworld
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Posted: Mon Jul 30, 2007 8:07 pm Post subject: |
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Nova should look like a 300000 Megaton hydrogen bomb with legs. _________________
Leader of the Forgotten Clan
Laptop Bunny Stats
()_() Mobility Radeon HD 5870
( ._.) Intel Core i7 1.6GHz (720QM)
((")(") 8 GB RAM
Windows 7 - 64Bit |
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veryorkish

Joined: 23 May 2003 Posts: 3196 Location: Here!....Wait, no! There!
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Posted: Mon Jul 30, 2007 11:39 pm Post subject: |
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One thing that would enhance a new omf, (which more than likely will never come out) would be make the pilots useful by giving them the moveset and the har the special moves. Giving the game depth and make you think a little more about which har/pilot combo you choose. Imho, having 10 or 12 characters that actually mean something is way better than having 50+ that don't. I mean honestly in bg there was only one character that good players picked anyway which was Kegan. Except of course for some stupid reason you wanted to play the extremely unbalanced demolition mode, which everyone picks Xante. |
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Ori Klein

Joined: 09 Oct 2001 Posts: 779 Location: Israel
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Posted: Tue Jul 31, 2007 3:49 am Post subject: |
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1. Nova
2. Tournament Mode ("RPG" with pilot attributes, upgradeable parts, et cetera)
3. More team-oriented game types (multiplayer, of course, d'uh) and orginized team vs team or such leagues support.
OMF 2097 was created on:
Watcom C++ v10 (compiler) - code
Autodesk 3D Studio - robot models
Deluxe Paint II - all artwork
Future Crew's Scream Tracker v3.0 - background music _________________
A side project game that may never finish.  |
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GodzukiTest

Joined: 12 May 2005 Posts: 540 Location: Philadelphia, PA
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Posted: Tue Jul 31, 2007 9:06 am Post subject: |
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1. endy lendari
2. not ori klein cause hes a pussy bitch (no offense)
3. a christian that doesn't look like a flaming homo (as in crystal's brother) |
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Sabotage

Joined: 23 Sep 2006 Posts: 72 Location: Inside my own head...
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Posted: Tue Jul 31, 2007 11:47 am Post subject: |
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One thing that kind of confused me was that the character of Ibraham completely changed from a dark skinned black guy to a white guy. I'm like "Huh? What the hell is this?" Is there some sort of reason as to why?
As for Christian, he did look flaming gay. Doesn't really suit the character if you ask me. _________________ Always improving my gaming skills and trying to learn new things where I can... |
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Ori Klein

Joined: 09 Oct 2001 Posts: 779 Location: Israel
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Posted: Wed Aug 01, 2007 6:11 am Post subject: |
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I wish...I would sex myself up all day long.
Quite frankly, I don't think I'll make a good pilot...or 'bot...the Nova is unconditional, though. _________________
A side project game that may never finish.  |
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