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Date sim

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Date sim

Postby leileilol » Sat Sep 08, 2007 4:13 pm

i'm working on a eastern-styled (THAT MEANS ANIME LOL) date sim slash FPS in DarkPlaces with a focus on action gameplay and (violent and evil) missions and i'm currently working on the hacked-up md3tag 'appearance' system. It is under GPL license (for data and code) and derived from GPL v1.01 qc. It has yet to recieve a name.

It'll exclusively be real-time lit as well, beefy system required.

here's a shot from it (nsfw), the head is a non-Free placeholder (i have to make a new one). I plan to use the MOVE_HITMODEL feature quite a lot, and yes, there will be more clothes than this. I'm just in early almost-nothing phase

The player is also very tall (view_ofs '0 0 82')

I hope to have some good NPC ai in there soon (its currently old walkmonster lol), and I wonder how it's possible to have the NPC's head (stuck on md3tag) turn to face the player without turning around like a robot?
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Postby RenegadeC » Sat Sep 08, 2007 4:25 pm

Seperate head model that follows the real model? Add some yaw restrictions, it shouldn't be hard at all; it'll just take some trial and error and tinkering. :)
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Postby leileilol » Sat Sep 08, 2007 7:03 pm

thanks to daemon, head is now turning towards the player, however it can't ever pitch down :(

EDIT: PITCHING DOWN NOW
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Postby RenegadeC » Mon Sep 10, 2007 2:07 am

yay
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Postby leileilol » Mon Sep 10, 2007 2:11 am

except the heads fubar when it's time to go animate the body, md3 tag rotation needs to be taken into account now
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Postby Urre » Mon Sep 10, 2007 8:57 am

leileilol: I had a lot of tinkering with tags and other related silly stuff when i made the supertorso mod, and realized it's best to only update the position of the tag, not the orientation, when animating. This way you have full control of it in the QC.
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Postby leileilol » Mon Sep 10, 2007 10:33 am

But what if an animation calls for stuff like laying/resting on the ground? (nsfw)
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Postby Urre » Wed Sep 12, 2007 10:23 am

That's when you have to animate the head tag, and disable the looking at player stuff. Or you could do like I do, add matrix handling to qc and rotate it using them to face stuff in a believable way even with a weird tag angle. But I don't recommend that...
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Postby MauveBib » Fri Sep 14, 2007 7:19 am

If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up.
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Re: Date sim

Postby Teiman » Fri Sep 14, 2007 2:51 pm

hehehe.. great work :D
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Postby leileilol » Fri Sep 14, 2007 6:08 pm

MauveBib wrote:If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up.


head turning is on the body's thinks right now :(

since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz
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Postby frag.machine » Fri Sep 14, 2007 11:23 pm

leileilol wrote:
MauveBib wrote:If you want a really good realism on the head turning, make sure the head turns a fraction of a second slower than the player, so it takes a fraction of a second to catch up.


head turning is on the body's thinks right now :(

since that post i've animated a walk animation, improved rig weighting, made breast size and cleavage adjustable, and made a revealing peekaboo bikini lolz


Any shots ?
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Postby leileilol » Sat Sep 15, 2007 7:54 am

as much as i'd like to, no, i would rather keep the unnecessary smut in this thread to a minimum. I'll post shots publically when they've got shirts, pants, and service
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