Hello all Artists

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Hello all Artists

Postby FallBack » Sun Nov 09, 2008 10:18 pm

I'm working on an FPS zombie game called Confinement. I started at the beginning of this summer. I make games by myself but I'm really slow on 3d modelling (and not super great as you'll see), as well as 2d texturing and other 2d artwork.
If any artists want to help me out that would be great. Right now the game imports .obj format which doesn't support textures, the texture maps that I have supported for it are planar, box, spherical, and cylindrical. It doesn't support animations either but i can interpolate between two models and create a translationally interpolated animation. Here is some stuff I need: sorry if i repeat myself.

right now the game imports .obj format and doesn't support animations
but if you give me two frames I can interpolate between them
like right foot forward left foot back for one frame then left foot forward
and right foot back i can loop it and get it to talk.
Frames to be interpolated must have same amount of verticies and
the verticies must correlate. If you add a new vertex in for the 2nd walking frame
it messes everything up.

3d

swat team member holding smg or something
-walking and crouch walking both while aiming gun
-(maybe jumping?)

swat team member not holding a gun who's been turned into a zombie
-walking with hands out mummy style

Lower poly 3d graphics

trees and bushes

guns handgun, shotgun, crossbow, smg

barbed wire osbticles

reckage and structures that look like they've been bombed in

parachute -not animated opening just opened
-with strings


suitcase (black or silver government type)

2d
User interface, leave places for Health, Endurence,
and a third bar the (turning-int-a-zombie-bar).
and ammo, and the text kinda like in the screenshots.

nightvision goggle view to overlay on screen
-i'll take care of making the visible part green just make
the cut out

gun scope cut outs to overlay on screen for crossbow, smg, and weapon in screenshots

Thanks in advance to everybody who wants to help me, i'll put you in the credits.

Here are some screenshots of what I have so far.

i'm disabling the pictures to make this thread easier to read.
http://www.accurate100.com/server/explosion.JPG[/img]
http://www.accurate100.com/server/new_sandbags.JPG[/img]
http://www.accurate100.com/server/zombie_close_up.JPG[/img]
http://www.accurate100.com/server/70's_ ... zombie.JPG[/img]
http://www.accurate100.com/server/70's_Sandbag.JPG[/img]
http://www.accurate100.com/server/ammo_box_and_UI.JPG[/img]
http://www.accurate100.com/server/dead_zombies.JPG[/img]
Last edited by FallBack on Thu Dec 18, 2008 10:41 pm, edited 1 time in total.
FallBack
 
Posts: 4
Joined: Sat Sep 20, 2008 4:45 pm

Re: Hello all Artists

Postby dipsoid » Tue Nov 18, 2008 7:39 pm

FallBack wrote:If any artists want to help me out that would be great. Right now the game imports .obj format which doesn't support textures, the texture maps that I have supported for it are planar, box, spherical, and cylindrical. It doesn't support animations either but i can interpolate between two models and create a translationally interpolated animation. Here is some stuff I need: sorry if i repeat myself.


right now the game imports .obj format and doesn't support animations
but if you give me two frames I can interpolate between them
like right foot forward left foot back for one frame then left foot forward
and right foot back i can loop it and get it to talk.
Frames to be interpolated must have same amount of verticies and
the verticies must correlate. If you add a new vertex in for the 2nd walking frame
it messes everything up.

This doesn't make any sense. .objs inherently store uv information. As long as your game can read verticy information it should be able to read uv information. I don't know how you can support cylindrical or spherical mapping unless the objects are being mapped in game. Otherwise, what is preventing the engine from reading the uv map information stored in the obj file? There's only so much you can do with three diferent preset map layouts... Those might be fine for rocks, barrels or enviorments, but how are we going to even texture a simple low poly character model?

I don't quite understand the animation idea? You're using completely seperate models and blending them together like morph targets/blend shapes? Is there no way that we can just bake an animation (I know objs don't support keyframe information) end export it? Otherwise this will severly limit our animation abilities and I can garuntee choppy/horrible animation.

I know very little about programming, so bear with me, but how does this interpolation work? Is it like I said earlier, storing seperate pieces of geometry and trying to blend them together like a blendshape/morph target? If this is true, how is it ecconomical at all trying to animate aanything compllex, since to making an animation of anything more than in arm swinging or something to that effect is going to take a half a dozen seprate models at the minimum and require all of those to be loaded into memory at the same time?

I'm sorry if I'm coming off aggresive, I just don't quite understand these points I quoted. The guidelines you set are extremely limiting from a technical standpoint which are going to be very hard to work around. Please elaborate, thanks!

Gerry
dipsoid
 
Posts: 2
Joined: Tue Nov 18, 2008 7:19 pm

Re: Hello all Artists

Postby FallBack » Wed Nov 26, 2008 2:16 pm

Sorry for the late reply.

You're right .obj format does store uv information but I've seen .obj files out there that weren't compatible so I like to re map it myself. Here is the general template that I follow for .obj files.

Code: Select all
# file generated by UVMapper
# NumVerts/NumTVerts/NumVNormals/NumFacets   8/24/30/6
# NumGroups/NumMaterials/NumRegions   1/0/0
# x/y/color/ppu   64/41/0/50.00000000

v -5.74255991  0.19802999 -5.94058990
v -5.74255991  0.19802999  5.94059992
v -5.74255991  7.32673979 -5.94058990
v -5.74255991  7.32673979  5.94059992
v  6.13861990  0.19802999 -5.94058990
v  6.13861990  0.19802999  5.94059992
v  6.13861990  7.32673979 -5.94058990
v  6.13861990  7.32673979  5.94059992

vt  0.98000002  0.60384607
vt  0.75500011  0.60384607
vt  0.75500011  0.39615387
vt  0.98000002  0.39615387
vt  0.48999998  0.39615387
vt  0.48999998  0.60384607
vt  0.26500008  0.60384607
vt  0.26500008  0.39615387
vt  0.24500006  0.39615387
vt  0.24500006  0.60384607
vt  0.02000000  0.60384607
vt  0.02000000  0.39615387
vt  0.73500007  0.60384607
vt  0.50999999  0.60384607
vt  0.50999999  0.39615387
vt  0.73500007  0.39615387
vt  0.26500008  0.62884617
vt  0.48999998  0.62884617
vt  0.48999998  0.97500002
vt  0.26500008  0.97500002
vt  0.48999998  0.02500000
vt  0.48999998  0.37115386
vt  0.26500008  0.37115386
vt  0.26500008  0.02500000

vn  0.00000000  0.00000000 -1.00000000
vn  0.00000000  0.00000000  1.00000000
vn -1.00000000  0.00000000  0.00000000
vn  1.00000000  0.00000000  0.00000000
vn  0.00000000  1.00000000  0.00000000
vn  0.00000000 -1.00000000  0.00000000
vn  0.00000000  0.00000000 -1.00000000
vn  0.00000000 -1.00000000  0.00000000
vn -1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000  1.00000000
vn  0.00000000 -1.00000000  0.00000000
vn -1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000 -1.00000000
vn  0.00000000  1.00000000  0.00000000
vn -1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000  1.00000000
vn  0.00000000  1.00000000  0.00000000
vn -1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000 -1.00000000
vn  0.00000000 -1.00000000  0.00000000
vn  1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000  1.00000000
vn  0.00000000 -1.00000000  0.00000000
vn  1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000 -1.00000000
vn  0.00000000  1.00000000  0.00000000
vn  1.00000000  0.00000000  0.00000000
vn  0.00000000  0.00000000  1.00000000
vn  0.00000000  1.00000000  0.00000000
vn  1.00000000  0.00000000  0.00000000

g cube01
f 3/1/13 7/2/25 5/3/19 1/4/7
f 6/5/22 8/6/28 4/7/16 2/8/10
f 2/9/12 4/10/18 3/11/15 1/12/9
f 7/13/27 8/14/30 6/15/24 5/16/21
f 4/17/17 8/18/29 7/19/26 3/20/14
f 5/21/20 6/22/23 2/23/11 1/24/8


if it varies from this I have to go back and change it to this format. Feel free to send me anything and I'll test it.

As for animations, I've got it set up so that you import models (that are key frames) and it makes the inbetween frames. So we don't need to make all of the frames of the animation, just they key frames. Does this clear things up? I'm gonna set this forum to email me when sombody posts, but if i don't answer just call me at (407) 462-8125
FallBack
 
Posts: 4
Joined: Sat Sep 20, 2008 4:45 pm

Re: Hello all Artists

Postby dipsoid » Wed Dec 03, 2008 7:25 pm

I still don't understand what you mean by "it makes the in betweens." Are these keyframes models which are saved in to memory then read in game? Because something as simple as a walk cyle requires a lot of key frames, like maybe a dozen or more.

Image

So to produce that animation you would need ten models which are used as the keyframes, and the engine blends the models together to animate?

If you want to be ecconomical, you can cut that down to four or five, but the animation will look very awkward.
dipsoid
 
Posts: 2
Joined: Tue Nov 18, 2008 7:19 pm

Re: Hello all Artists

Postby FallBack » Thu Dec 18, 2008 10:40 pm

I'm being really economical, my last game didn't even have animations. The ones that I have now are just simple 2 key frame animations with ten intermediate frames. I only modeled the two key frames and then my animation class autogenerates the intermediate frames. So in your picture if you give me the first frame and the fifth frame i'll get him walking. Just keep all of the vert count the same in both frames because all of the verts from the first one get morphed into the second.

If you send me a sample model I'll see if I can it can be integrated.

Sorry for the late reply again, I promise to check this board more often.
FallBack
 
Posts: 4
Joined: Sat Sep 20, 2008 4:45 pm


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