[FTEQW][WIP]fteskel

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toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

[FTEQW][WIP]fteskel

Post by toneddu2000 »

This is a humble attempt to toy a little with hot stuff like CSQC skeletal animations for FTEQW engine
THIS IS NOT A GAME! It's just a little demonstration of all those cool things you could do with FTEQW.

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CREDITS
All credits go to Spike and his endless patience to have explained to me every time the same things, over and over, till I (almost) understood them!
A particular thanks goes to ChristianIce and Shpuld to make me understood some very important aspects of, respectively, CSQC skeletal animations and CSQC events communication.
gnounc, frag.machine, OneManClan for the interesting post about VWEP models that inspired me, Seven and basically all the inside3d folks!

LICENSE
All these folders:
- code (source code of fteskel)
- models (3d game models and their .blend Blender source files)
- textures (.tga texture files and their .psd Photoshop source files)
- gfx (.tga HUD image files and their .psd Photoshop source files)
and their content

are created by me and placed under Creative Commons CC0 ( http://creativecommons.org/about/cc0 )
EXCEPT:
Textures in pk02 folder by PhilipK ( http://www.philipk.net ) and released under Creative Commons Attribution 3.0 Unported License ( http://creativecommons.org/licenses/by/3.0/deed.en_US )
Weapon models by Xonotic Team ( http://xonotic.org ) and released under GPL license ( https://www.gnu.org/copyleft/gpl.html )
Entire sound folder by Red Eclipse Team ( http://redeclipse.net ) and released under Creative Commons Attribution 3.0 Unported License ( http://creativecommons.org/licenses/by/3.0/deed.en_US )
Entire particles folder by Shpuld and released as is with no license in Mobster Massacre ( http://www.indiedb.com/games/mobster-massacre/features)
Sound folder named xonotic by Xonotic Team ( http://xonotic.org ) and released under GPL license ( https://www.gnu.org/copyleft/gpl.html )

AIM
What this project aims to show:
- FTEQW is a cool engine
- use skeletal animations directly in CSQC
- skeletal weapons rigging (weilding weapons directly on characters bone - no use of viewmodels at all)
- skeletal camera (camera entity is attached to head bone, so when player dies, it falls off with it, every time with a different orientation)
- ragdolls (handled by a .doll file)
- skeletal animations splitted by upper and lower parts of the character body (so, when player shoots, his/her legs can slide, run or walk)
- skeletal body movement based on input (player character can make sidestep movements without a specific animation, it's all made by code - bending character spine with mouse input, etc.)
- provide a CSQC base (hoping written decently) to all those who want make their hands dirt with Client Side QuakeC scripting with a fair license
- provide a minimum documentation that explains in detail some not-so-documented aspects (coming soon)

ISSUES
In what this project does NOT succeed(at least for now):
- player hands and, consecutively, weapons, have jerky movements when player moves. As they're trembling. Really a NO-cool effect
- ragdolls don't work almost AT ALL. When player dies, he immediately falls off to the ground without a minimal animation, like a Family Guy sketch. Sometimes player, before becoming ragdoll, disappears; and re-appears in a different location as ragdolled character. Probably this due to a force applied by the shot but still I don't understand why there's no physics during the fall
- CSQC sounds (played by reading parsed events from SSQC) are like distorted. SSQC sounds play fine. I probably make some error but I cannot understand where. I used both sound() and pointsound() with basically same distortions
- I couldn't find a sane way to use skeletal first person view hands model. I was forced to switch from full player model to hands model in csqc when player is the active one, but engine projects only hands shadows on ground :(
- ODE Physics it's way too SLOW. It cripples my pc at the half of normal frame rate with just 2 ragdolled characters. I hope I make some errors and it's not an engine fault

SUMMARY
What this packages has
- a minimal (very minimal) shooter arena scenario where multi-players can kill each other. No score system is (still) present. Next step.
- 3 weapons (a pistol, a shotgun and a machinegun) and 3 weapon spawners where take weapons or (if player has already that weapon) a full weapon charge
- a mini map made in Blender
- a sprint system which allow player to go faster for a limited time but it doesn't allow him to shoot
- a nice HUD with energy, speed, ammo, etc bars and weapon selector
- a (hopefully) clean code to read
- really, that's it! :)

DOWNLOAD fteskel (v 01) - 37 MB
DOWNLOAD art source - 102 MB

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This evening I'll post some videos
Cheers!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]fteskel

Post by toneddu2000 »

Added a video showing me just sprinting, using the weapons and killing a poor fake client. Now I'll force someone to help me to record a multiplayer sesion with me, so maybe I'll show also skeletal movements of other player too! :D

As I said, ODE ragdolls behave like sh*t, I don't know why. I also compiled new version with Visual Studio but hangs fte at the very startup. :( I'll study this behaviour in the next weeks and maybe I'll get rid of weapons attached to skeletal hands in favour of normal vweapons, because I hate that trembling that weapons have now! :lol:
Meadow Fun!! - my first commercial game, made with FTEQW game engine
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: [FTEQW][WIP]fteskel

Post by mankrip »

Pretty cool, keep it going!

The portal/reflection effect is really neat too, and the HUD is interesting.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]fteskel

Post by toneddu2000 »

thanks mankrip! The portal/reflection was just a test (wothout success) to make real reflections in FTE. I'll use it maybe for some portal or such.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Julius
Posts: 98
Joined: Sun Aug 29, 2010 4:32 pm
Contact:

Re: [FTEQW][WIP]fteskel

Post by Julius »

No updates on this?

Maybe instead of trying to run a full ODE physics simulation it would make sense to copy the Cube2 Engine approach? It uses a very minimalized ragdoll simulation that does not require ODE etc., see: http://cubeengine.com/wiki/Creating_Ragdolls
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: [FTEQW][WIP]fteskel

Post by Nahuel »

@Julius

FTE is (by fast) a better engine than CUBE or CUBE 2!!!!

Nice project !! any update??
hi, I am nahuel, I love quake and qc.
Julius
Posts: 98
Joined: Sun Aug 29, 2010 4:32 pm
Contact:

Re: [FTEQW][WIP]fteskel

Post by Julius »

I was only referring to the ragdolls in cube2 ;)

But yeah and update on this and "projectUnkown" (which is likely what this turned into?) would be nice.
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTEQW][WIP]fteskel

Post by toneddu2000 »

Sorry guys, I didn't receive any notification about this post so I completely forgot to look at it.. what a shame.. Don't worry guys, projectUnknown (which it's A LOT more complete than fteskel, which it was just a test for using skeletal animations) will be released as soon as I have a little time (plus 4 GB of CC0 meshes + materials!)

Regarding copying cube2 skeletal ragdoll code to fteqw, just forget about it. Spike won't do it.. so.. let's just focus on what we have! :lol:

In these days I'm about to release a project I hope you'll find interesting, stay tuned at "What are you working on" post!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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