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Author Topic: Missionpack team themes  (Read 4540 times)
fromhell
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« on: February 14, 2010, 05:12:39 pm »

OA had (but unseen and unfinalized, mostly dmn_clown protos):
- Heathens, no idea guys
- Cyborgs, roboty guys
- Summer, swimsuit guys
- Scumm, no idea guys

Unreal Tournament (vanilla) had:
- Black Legion, the gothy guys
- Blood Reavers, the camoflauge guys
- Dark Phalanx, the grey armor guys
- Iron Guard, the harder grey armor guys
- Metal Guard, the metal royal facemask guys
- Raw Steel, the topless guys (and only guys)
- Thunder Crash, the green militaristic champion warrior guys
- Venom, the gold breastplate guys

A bit of redundancy, some stand out more than others (Raw Steel, Metal Guard and Black Legion are drastically different)

Q3TA had:
- Pagans, some raggedy rag guys
- Stroggs, some robotic guys
- Crusaders, some standard armored human guys
- Fallen, some dead guys
- Intruders, some pagans but even more deader but not quite the fallen

Wow, Adrian Carmack is so uninspired. I wouldn't dare to mimic those unimaginative teams.

What would be a better set of 5 teams than the above? Keep in mind these teams also had logos.

I'd do things differently in OAMP, like have one tga file for both male/female model's team skin or something to simplify things like that. One 1024x512 would do for it. Why? No idea, probably just to consistencise colors and skintones in one pass.

Models would be a ton of head models, but bodies would be these:
Male-skinny, also shorter
Male-avg
Male-fat
Male-strong (but not hulk like, but more like sf2guile like. shoulders bigger than chest)
Female-skinny
Female-avg
Female-supermodel (but not hitomi tanaka like, but more like dstlkmorrigan like. chest bigger than shoulders)
Female-strong (just avg with more muscle, more like shehulk)

Max polys of 1200 (for just lower/upper), and sharing textures across all to reduce memory consumption.

As for animation of the models, i've already worked on most of the female animation - i plan to use the same exact rig and action (Blender term for a row of keyframes) from the 'common rig' attempt i am doing for OA's future. Adapting it to male animation would just mean reanimation of running and walking (de-sexifying), scaling up the spine and scaling down the legs.
« Last Edit: February 14, 2010, 05:34:17 pm by leilol » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #1 on: August 25, 2013, 07:39:44 pm »

Oh, never noticed this thread.

Anyway, all depends on what kind of models you're going to place in OA3.
Right now, AFAIK, OA3 has (correct me if I'm wrong):
- Neko
- Mermaid
- Gargoyle
- Mount!Angelyss
- Dark
- Naga!Arachna
- Sorceress
Isn't it?

So far only two teams come to mind:
- Angels Gang (Angelyss, Dark, Neko)
- Supernaturals (Mermaid, Gargoyle, Naga!Arachna, Sorceress)

Taking OA SVN as a base we can have:
- Angels Gang (Angelyss, Dark, Murielle -Retro!Angelyss-, Rai, Tanisha)
- M!Supernaturals (Liz, Merman, Gargoyle, Broadklin -Stone!Gargoyle-, Ghost -Ghost!Assassin-)
- F!Supernaturals (Sorceress, Arachna, Kyonshi, Forlorna -currently in SVN-)
- Mercenaries (Beret, Morgan -a.k.a. Macho!Beret-, Assassin, Tony)
- "Commons" (Penguin, Sergei, Neko -as of your interpretation Tongue- Ayumi, Major)
- Technos (Skelebot, Metalbot -Metal!Skelebot-, Cyber-Garg -Tech!Gargoyle-)
- Astronauts (Sarge, Andriy -Indigo!Sarge-, Grism -Classic!Sarge-, S_Marine -Orange!S_Marine-, Grunt -S_Marine-)

Yes, OA could go further than that.
« Last Edit: August 26, 2013, 07:26:09 am by Neon_Knight » Logged


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fromhell
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« Reply #2 on: August 25, 2013, 07:43:01 pm »

The problem is, in missionpack, teams are uniform/skin based and not model based.  It's true that AI teams can be assembled with specific models, but in the case of joining a server with two defined teams, it'll switch to models/players/sorceress/lower_common_red.skin/upper_common_red.skin/head_common_red.skin...

Furthermore, team body models are picked through choosing heads.   I do not know if it is possible to have regular red/blue team skin models in missionpack games and also have special head->body->uniform missonpack models at the same time.  It was a novel idea, very inspired by UT, but was dropped in Quake Live...  it would be a fun challenge to make so many different heads using the same texture maps, dropping to a common texture face on the lowest LOD, where the difference between the faces could be a matter of vertex morphs...or frames
« Last Edit: August 25, 2013, 07:49:46 pm by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3653


Trickster God.


« Reply #3 on: August 25, 2013, 07:52:08 pm »

How many teams do you plan? 15, starting from the models? Or just pick up 5 models and then create their head textures?
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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