RTS RPG

Miscellaneous Forums/Graphics Showcase/RTS RPG

"Im using b3d because i do need the bones to attach other objects to, I also want the format to be able to include any vertex alpha, or entity fx, and blends i want in them at load."


What ross said is..if u do so, try to set as much every vertex influenced for the minimal bone number. IE one allways that is possible, and two when no other thing can be done. There will be moments u'll need 3, though.

BTW, there's a trick to attach weapons with md2. Old trick...You make to objects, weapon and character...in your milkshape or Max, or cfx, or blender, whatever, you link the weapon as normally, to hand. Also apply a diferent texture per each object (one for character, one for weapon) . When you're ready to export the whole set of animations (usually one anim with walk, iddle, attack, etc, in a whole single sequence (writting down the frames number wher each action starts/ends)) you export them separatedly: you keep the "master" max, blender of ms3d, etc, file intact, while work on a copy (an advice). You load this file, and...delete the weapon. then export the whole animation but so, withouth the weapon. Calling it for example, buddy.md2 (in quake2 they allways called it "tris.md2", hehe) .Now, load again the master file (or a copy of it) , and delete the character leaving only the weapon animation (beware: some packages will change weapon loaction if it were child of character...In CFX u can delete the object safely, as skeleton remains, and so, positions do not changes, and skeleton gets not exported in md2, only vertices.) , and export it as md2, calling it, for example weapon.md2.

At loading time in your code, you load both animations in place...if u leave intact the global coords of it, or change same in both, the weapon will keep allways relative to character, just as u designed and animated it.As u saw in your package.

"vertex alpha, or entity fx, and blends"

No, can't do in an md2, though you can fake things, and I wouldn't loose the advantages of it in an rts or many-characters in screen rol game, just for some effects...Good modelling and good texture imho, is all you really need...The models are quite good for the count; maybe the textures need more work and a bit more contrast or definition, ...and detail...dunno... feel free to not use too small textures...256x256 would be great, probably.Depends on how may characters, also...