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3 Dimensional Chat / First 3D door w/animation :D

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18
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Posted: 27th Jan 2006 17:19


now I need to texture it... =.=

Cybermind
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Posted: 27th Jan 2006 17:21
pretty sweeeeeeeeeeeeet
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Posted: 27th Jan 2006 17:22
That didn't take long

BiggAdd
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Posted: 27th Jan 2006 17:40
What i recomend. is that you do not animate the doors. But make those separate limbs. When the character moves a little closer you make it so the doors move apart. it could get a bit confusing using the animation etc.

Your signature has been erased by a mod because it's larger than 600x120...
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Posted: 27th Jan 2006 18:11 Edited at: 27th Jan 2006 18:38
Actually, I strongly dislike the (what I call) "cheap" effect of doors being open the closer you get; I'm thinking I will tell the door object to animate when a projectile hits it. Then I will make the player check for polygon collision using Intersect Object. Therefor, when the player shoots the door, it will open and the polies will be out of the player's way.

Btw, textured



PS: Here's the effect I don't like...Dunno if you were just saying if the player gets close then open them all the way.



Mucky Muck Ninja
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Posted: 27th Jan 2006 23:50
Thats a nice texture man I think you should make the inside of the circle part a metal texture tho, it does't look right. The circle that is sticking out looks sharp lol, you should make it kill the player if it shuts on him :p

I agree that effect is unrealistic. You could simply set it so that when the player got closer than say 5 units to the door, it triggered a function that would move the limbs to open the door, or play an animation.

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
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Posted: 28th Jan 2006 02:39
Hmm..I still think the concept of shooting doors to open them is better. Ofcourse, this is coming from someone who played Descent since 1995

Btw, I have a spiral door now



Huzzah! It looks pretty good in corridoors, too

Mucky Muck Ninja
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Posted: 28th Jan 2006 06:29
Thats really cool! It would be nice if there was an image on the door that came together when the door shut. What type of game are you making?

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
BiggAdd
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Posted: 28th Jan 2006 14:08
Doors are looking realy good. Well done.

Heckno
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Posted: 28th Jan 2006 14:10
nice work
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Posted: 28th Jan 2006 16:06
Quote: "It would be nice if there was an image on the door that came together when the door shut."


Hmmm... >u>

Quote: "What type of game are you making?"


Don't realy know; I have a very rough outline in my head of what I want, but I can't realy decide... I guess it's kind of a zany mix. o.0

10% FPS
20% Strategy
20% Action
50% Adventure

jasonhtml
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Posted: 28th Jan 2006 17:21
nice models. just tweek the textures a bit and theyll be perfect

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=61108&b=8
DD Studios Website: http://www.geocities.com/jasonhtml/
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Posted: 28th Jan 2006 20:10 Edited at: 28th Jan 2006 20:11






Xenocythe
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Posted: 28th Jan 2006 20:28
Really cool! Just.. erm... not sure about the texture with the latest door And what do you use to model and animate these doors?
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Posted: 28th Jan 2006 20:51
MilkShape 3D

Xenocythe
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Posted: 28th Jan 2006 22:26
Really? Cool, thats what I use. But I'm wondering, how did you set up joints and animate with the spiral door? Did you just rotate and move each one out a bit every frame? That would be apain to do perfectly

And I'm asuming you used Lithunwrap... am I correct?
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Posted: 28th Jan 2006 23:37 Edited at: 28th Jan 2006 23:56
No.. "Texture Coordinate Editor" built into MilkShape

And no, it wasn't a pain at all to animate the spiral door. First, I set the max frames to 55. Then I just placed a join at each rotation point of each section, independant from one another. Unchecked "Animation->Operate on Selected Joints Only" and hit Ctrl+K to place a keyframe at frame 1. Then I moved the slider up 15 frames, rotated each joint clockwize 90º and hit Ctrl+K. Moved it to 40 without touching any joints and placed another keyframe for the pause, and finaly, at frame 55 I rotated them counter-clockwize 90º and hit Ctrl+K. Then I can play the animation

And I fixed the indent in the first door


and accidentally added rust here


cheeseman
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Posted: 29th Jan 2006 00:42
wire frame

i like redwall, videogames, and...CHEESE!!
Mucky Muck Ninja
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Posted: 29th Jan 2006 01:06
Sweet, much better now.

''From now on we will travel in TUBES!'' ~Tenacious D
"It is a mistake to think you can solve any major problems just with potatoes."
~ Douglas Adams
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Posted: 29th Jan 2006 01:46


o.0

David iz cool
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Posted: 29th Jan 2006 03:18
cool doors,i like the sandy one the best.
cheeseman
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Posted: 29th Jan 2006 06:33
now lets see it in game play(when youre done)

i like redwall, videogames, and...CHEESE!!

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