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3 Dimensional Chat / skier coming to life pictures :)

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deX
21
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Joined: 12th Nov 2003
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Posted: 18th Dec 2003 11:32 Edited at: 18th Dec 2003 11:35
hi ppl give me some comments on my skier, finally found some time and got him animated properly! heres some pics of him doing what he does best... (btw he looks like me )





tell me what u all think
im gonna start working on some more models soon...

[edit]sorry about the large images.[/edit]

-deX
Van B
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Location: Sunnyvale
Posted: 18th Dec 2003 13:02
Looks damn cool!!!

I had to copy and paste the image links to get them to show, but they're worth the hassle.


Van-B


Next time he runs past, GRAB HIM!
deX
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Posted: 18th Dec 2003 13:14
i just signed up for that site, wasnt sure if the images would come up in the forums, but they do for me... if anyone else has probs ill make a webpage for all the pics.

-deX
Lucky Devil
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Posted: 18th Dec 2003 13:41
It looks awsome, but how many polys is that guy cause your going at 19 FPS with one guy. but it still looks good. awsome modeling and texturing.
deX
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Posted: 18th Dec 2003 14:28 Edited at: 18th Dec 2003 14:33
he is 2968 polys, i could prolly remove a good 500, but i would have to retexture him and i really cant be bothered.
and i didnt think 19fps was too bad on my slow machine, especially with 1000 trees being rendered behind him

thnx for the props guys this is the first model i have gotten to successfully animate and import into dbp. yay!

[edit] the bottom picture had 4x antialiasing on it, that decreased the fps quite considerably. the top two had no AA, hence 27fps.

-deX
ESC_
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Joined: 29th Aug 2003
Location: Mass.
Posted: 18th Dec 2003 23:22
It does look very impressive. Have you thought about using an alternative technique for the trees? Like having a set let of trees and repositioning them using some saved data when the player gets close....

''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson
deX
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Posted: 19th Dec 2003 05:30 Edited at: 19th Dec 2003 10:06
well, the trees are only made of 2 planes, i might make a couple of more detailed tree models, but those ones look pretty allright until u go and stand right next to one. and i thought if my machine ran at 19fps with my animated model and 1000 trees... thats fast enough... i gave a demo version to some of my friends, admittedly no trees in it, but it was running at over 100fps on a 2ghz machine, 512mb ram, gforce4 256mb...

my machine is only: amd duron 700mhz, 352mb sdram, gforce4 64mb, sblive! (with 5 nice speakers )

[edit] heres some more pictures... can someone tell me why i get 22190 polys when shadow shading is on?

enjoy
(skier isnt animated in the demo program yet... thats tonight's mission...)





also can someone tell me why the shadow doesnt look like its coming from the same direction as light 0?

-deX
Van B
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Posted: 19th Dec 2003 10:50
How are you setting up your lights?

I mean, I reckon the best lights for casting shadows are point lights, because it means you can do fancy light effects (for instance, adding a helicopter with a spotlight on a night time competition level - now that'd get the players attention!). Hardware shadows can be really slow, and your model is pretty high poly, so I would'nt be surprised if DBPro struggled a bit, or made a rediculously high poly shadow to go with it - of course that could be your lighting settings too.


Van-B


Next time he runs past, GRAB HIM!
deX
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Posted: 19th Dec 2003 14:59
i just have light 0 set as a directional light. i thought that was the only way to get "Set Shadow Shading On" to work... i posted in another thread that i couldnt find your code for the 5 point shadows in the code snippets forum... im interested to know how it works... im baffled how to make a fast shadow, likw in tony hawks' pro skater and gta3... they have good fast shadows...
i can imagine having a bone structure similar to the characters and flattening it onto the terrain... but id give up trying to code something like that

-deX
MikeS
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Posted: 20th Dec 2003 00:37
Looks very sweet. I can't wait to see more.



A book? I hate book. Book is stupid.
Andy Igoe
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Posted: 21st Dec 2003 02:50
Hi Dex, haven't seen you on MSN for a few days so I thought i'd hijack this thread to get up to date.

Did the level object I did for you work out alright? I was worried the undulations might be too large or too infrequent, also I have some ideas on how to improve the level object concept by tapering the edge of the chute off into mountains which i'll texture in a rocky style.

I also figured once I get the design style right I could knock up a dozen or so downhill models, with twists banked turns jumps and whatever else you want in there. The first one I sent was as you know just knocked up as I got ready for work, but i'm quite happy to do more if you want them.


God created the world in 7 days, but we're still waiting for the patch.
deX
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Posted: 21st Dec 2003 09:27 Edited at: 21st Dec 2003 09:29
thanks again for the terrain andy...
i'll modify my terrain editor so it can load .x terrains
but in the meanwhile... heres a few more pictures for everyone...



(the terrain is the first terrain andy gave me... very nice! )

still working on jumping/airborne physics...

-deX
Andy Igoe
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Posted: 21st Dec 2003 13:20
Textured snowscapes now




God created the world in 7 days, but we're still waiting for the patch.
james1980
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Posted: 22nd Dec 2003 09:43
how long have you been working on that that looks good.

Nintendo will rule again.
soon very soon.
deX
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Posted: 22nd Dec 2003 10:51
well, i've only really started putting some effort into the program over the last week... and the skier... well i've been fiddling with him for months... all because of an early stuffup with the bone system. oh well i learnt alot about 3dsmax and .x exporters.

well, latest stage of the game - got jumping working, he now does some tricks flips/spins, etc, and animated 2 different grabs.

tail grab:


-deX

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