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Zenkai Knights

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what kind of modding system should i build

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 03, 2018 2:32 pm

I was talking about animations not meshes.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 03, 2018 5:37 pm

I know, I just said compared to UT2004, your solution is much more usable.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 03, 2018 7:30 pm

oh, it seems gundam extreme vs uses this. the top is animated separately from the bottom.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 03, 2018 7:47 pm

This is definitelly the better method to animate things. Gundam vs also has a lot of characters, if only some of the animations are reusable it save a lot of space.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue Jun 05, 2018 4:13 pm

after some thinking. here is the setup for the animation layers: Lower body base, Upper body base, and extra stuff.

Lower Body Base only handles - Waist, Upper_legs, Lower_legs, Feet
Upper Body Base only handles - Upper_Body ,Head , Shoulders, Upper_arms, Lower_arms, Hands
Extra Stuff - the rest of the stuff.

the base.obp will have placement for all parts.


next is try building the base using obp and obm files.

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Re: Zenkai Knights

Post by Endymion on Tue Jun 05, 2018 7:52 pm

I can't wait to see this in action.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 09, 2018 8:24 pm

obp, obm and oba loading...
https://streamable.com/bic3k

the triangle holes are caused by the model not being triangulated in the modeling program.

the pink is cause no shader is attached.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 10, 2018 7:12 am

I wish I could do things like this. I'm a little lazy for learning 3D modelling and animating lol.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 10, 2018 11:58 am

this was the first time i created an animation using code in unity.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 10, 2018 12:55 pm

Then it is impressive. Creating 3D models and suiting animations is the hardest part of the visuals, if you can do this the other graphics will be easier.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 10, 2018 3:48 pm

i should also mention it's possible to convert HOD animations to work with my game. only problem is they might only work for 1 mech since windom parts work different compared to how i designed things for ZK

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Re: Zenkai Knights

Post by Endymion on Mon Jun 11, 2018 7:14 am

It is still good for placeholder till you come out with a better animating method.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jun 11, 2018 9:05 am

Endymion wrote:It is still good for placeholder till you come out with a better animating method.

this is the animation method i am using except things are different in the animation file (oba).   the animation file can ignore translation, rotation or scale data depending whether you allow them in the creation of the file.


i added ability to possibly convert hod to obp files. in order to allow for porting of windom mechs.   in case i have trouble with designing mechs i will work on porting windom and creating an updated game.

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Re: Zenkai Knights

Post by Endymion on Mon Jun 11, 2018 12:50 pm

That sounds good. Well I never was good in these programing stuff. I respect everyone who's doing that, however.

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Re: Zenkai Knights

Post by InfinitasImpetum on Tue Jun 26, 2018 8:30 am

I will comeback to this eventually. creating windom nu allows me to design something community wants and then create this how i want it. my design ideas for this was super robot like with 1v1 combat but i was altering it to match what others might prefer. most mech ideas i created for it had a super robot feel to them.

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Re: Zenkai Knights

Post by Endymion on Wed Jun 27, 2018 12:21 pm

If there will be a strong community behind it, probably it will focus on competitive multiplayer. 1vs1 is perfect for start.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 30, 2018 9:09 pm

so i am back at the fucking drawing board. new gundam breaker failing is to blame on this. i was in chat and said i could create something like gundam breaker.

so i decided to do a survey:
https://docs.google.com/forms/d/e/1FAIpQLScoMcvC_6zyJr2s05JSW6LKC9SgJhHH_HJA6etOsqeMKc9O9g/viewform?usp=sf_link


i will use the results to create a mecha game that more can enjoy.

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Re: Zenkai Knights

Post by Endymion on Sun Jul 01, 2018 7:31 am

Okay. There is only one thing I would like to talk about without suggesting anything on the survey for others.

If you plan adding some form of multiplayer, the larger maps that have more interaction is harder to sync and requires more resource connection-wise. I'm totally up for open world games because I can do other things than just fighting, probably the main reason the players still enjoy the GTA games. However stripping the open world from life just to make it sync online is cheap.

If open world and arena could be combined, that would be the best option. Not many game using it but especially PS1 games often close parts of the large area for fighting, sometimes even switching view mode (Spawn on PS1 especially). This could work here too. For singleplayer you can explore things and interact with the world, online however you can set up arenas to fight with others there.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jul 01, 2018 8:16 am

I would most likely go with something similar to metroid prime and how it loads or use a portal system to give a open world feel.

portal system allows for both arena and open world to exist.  you just disable the portals to other areas and you have an arena.

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Re: Zenkai Knights

Post by Endymion on Sun Jul 01, 2018 12:56 pm

That's a good idea. But of course only if you want online multiplayer with relyable netcode and performance.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jul 01, 2018 4:11 pm

i probably said this before or maybe not, I have no experience in net code at all.

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Re: Zenkai Knights

Post by Endymion on Mon Jul 02, 2018 7:14 am

If the singleplayer experience will be good, the multiplayer no matter anyway. Smile

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Re: Zenkai Knights

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