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FPSC Classic Models and Media / Question and Assistance - Retro 3D game style

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JayRay
6
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Joined: 25th Jun 2013
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Posted: 5th May 2014 09:51
okay before I get flamed by all the detractors saying I should try this in another engine, or that it'd be better to try to mod an oldschool RPG game, let me explain.

Here's sort of what I'd like to do. I'd like to keep enemy AI as it is, and the world 3d as it is, but basically... instead of having 3d enemies, 3d models, I was wondering if anyone had looked at using sprites/billboard pictures for enemies, weapons and more as in old school games like Doom and Heretic by Id Software. I know it sounds bad to ask this sort of thing of a program that can use shaders, many animations and more, but basically, I would like to create a game that sort of pays homage to that era of First person shooters, with everything from 256x256 segment graphics, the most basic of 3d models for static entities, and as mentioned before, 8 directional sprites with different pictures for different aspects of their movement, weapon firing, and of course, death.

If this can be done at all, how? I mean, I understand how to create the pictures, but it's the scripting of the behavior for the enemies that I'd be having the most issue, like figuring out how big of a sprite to use, collisions, that sort of thing.

Thanks for all your information, and I look forward to your response.

(plus I'm thinking that removing enemies and weapons as 3d models might dramatically take down my memory size in a game)

<img src="http://http://i213.photobucket.com/albums/cc206/lethalvisions/roguehavensig.png" border="0">
ncmako
7
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 6th May 2014 17:32
Hi JayRay
This actually is interesting. I guess you could (maybe) use billboards and overlay the animated textures(sprites).
TGC actually has two programs that's might be of help.
"Model-2-Sprite" and "SpriteMe" for converting 3d models to sprites. I'm thinking one could use the animated shader from Bond1
to play the sprite. A lot of scripting though, but doable.

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rolfy
13
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Posted: 6th May 2014 20:22
Since there is no way to play specific frames on an Atlas sprite sheet using bond's shader it wouldn't be possible.

Just woke up so brain is in limbo, if I think of a way you could do this I will post later, if I don't then it means I am stumped
Disturbing 13
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Location: Murder Capital of the World
Posted: 7th May 2014 03:49
The only way I can think of doing this is haveing either 2 or only 1 set of animations. you can create a model consisting of a single poly that has a small blank texture with 2 bones (one at floor level and one midsize of a human named firespot). In the 'characters' script you have to call for a decal to play wich usually plays at the firespot. I don't know if you can call more than one type of decal. If only one you need to make your animated decal look like a 'Walking Attack'. If you can call multiple decals then each decal but reflect the animation. I'm no scripter but I do know you can call a decal anytime in the animation. Hope that helps.

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starmind 001
11
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Posted: 7th May 2014 06:19
Something like this?
http://youtu.be/IMYhi8-Gtcg

I made this to test an idea, but like most things lately, I never tried again. I created my using a plane that would be called every second. Using the sprite as a texture map, I used 4 planes of the front,back and sides. For the animation, I scaled all the planes to zero per frame. Probably not one of my best idea, but it somewhat worked.

Like Disturbing 13 said, you could use a series of decal planes and each one have a different decal and call a decal in script.

JayRay
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Joined: 25th Jun 2013
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Posted: 7th May 2014 08:12
Ok, now, that's interesting... I was looking at something else, like maybe the same transition that's done to some 3d models, where they are 'disappeared' and 'replaced' with (Boom with the rocket launcher on the truck) and entity is replaced with a burning hunk of metal where the truck used to be. Now, on the plane issue, while switching to alternative textures might be great, for phases like walking, it would be necessary to actually switch the entities (OR group the entites together in their own little box and flash out their opacity, meaning all 6 or 8 pictures are actually there, except 7 are transparent)

For Walk, Shoot, and Die?

Then of course, I'm still VERY new at all this, but could the 3d model of your gun (being held) also be replaced by HUD graphics?

<img src="http://http://i213.photobucket.com/albums/cc206/lethalvisions/roguehavensig.png" border="0">

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