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Lots of 1.2 sex from stannum

Started by amz181, February 15, 2009, 01:00:59 PM

amz181

I check stannums site occasionally, and today i saw a whole goldmine of stuff hes done, and i felt the need to share

first of all, i was gonna post this in random dev shots but some of these are hardly dev shots, and more people check general discussion, and i think we should all be getting excited about 1.2 :P but if you think it should be somewhere else feel free to move it.

more greenhouse sex from stannum, the kid thinks he can map :p im just hoping it isnt as massive as transit  :-X



http://janvanderweg.com/pics/tremulous/greenhouse_11.jpg

http://janvanderweg.com/pics/tremulous/greenhouse_5.jpg

http://janvanderweg.com/pics/tremulous/greenhouse_6.jpg

http://janvanderweg.com/pics/tremulous/greenhouse_7.jpg

http://janvanderweg.com/pics/tremulous/greenhouse_8.jpg

http://janvanderweg.com/pics/tremulous/greenhouse_9.jpg

Also it looks like the bsuit will visibly looks different when it has taken damage... and a new animation for dying maybe?

http://janvanderweg.com/pics/tremulous/takethatfuckingbiped.png

http://janvanderweg.com/pics/tremulous/bsuitdamage.jpg

http://janvanderweg.com/pics/tremulous/bsuitdamage2.jpg

And a new wierd thing... what could it be? i was thinking an armoury, but why would you need a fucked up alien version? Either way it looks cool :p but also, note that its called domination, maybe a new game mode? Where the humans have to blow up the alien planet, and the aliens have to stop them :p or maybe not, it could just be stannum putting it in the wrong directory :p

http://janvanderweg.com/pics/tremulous/domination.jpg

David

I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

amz181

domination? is that like zones? where the teamns have to control as many of those things as they can?

ill go search it...

but who knows, domination could be included in trem :O

David

Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Ellohir


Knowitall66

#5
Thanks amz, I check that rarely so would've seen it for a week or so.

{edit - let's do keep secret things secret even when devs screw up and post them in findable locations -lak}

Hendrich

Great stuff as always, but is will that be the new rifle or another weapon?


Kaleo

Man, that is some safe-for-work fisting.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Winnie the Pooh

I don't quite understand. I tried to get to stannum's site at: http://janvanderwig.com or something like that. The rifle is a remodel I guess..
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

amz181

#10
stannum has said that he concepts alot, and he probably models lots of differenet concepts.

and its always been that way look http://vimeo.com/2086931

and why are you trying to guess the name of his website when i have linked it 5 times in my post?

Winnie the Pooh

Quote from: amz181 on February 16, 2009, 02:58:29 PM
stannum has said that he concepts alot, and he probably models lots of differenet concepts.

and its always been that way look http://vimeo.com/2086931

and why are you trying to guess the name of his website when i have linked it 5 times in my post?

Hmm..? You mean THIS place?    http://janvanderweg.com/

I'm sorry but the projects in there are years old.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

amz181

Quote from: Winnie the Pooh on February 16, 2009, 08:05:43 PM
Quote from: amz181 on February 16, 2009, 02:58:29 PM
stannum has said that he concepts alot, and he probably models lots of differenet concepts.

and its always been that way look http://vimeo.com/2086931

and why are you trying to guess the name of his website when i have linked it 5 times in my post?

Hmm..? You mean THIS place?    http://janvanderweg.com/

I'm sorry but the projects in there are years old.
thats just the front page, he doesnt bother to update that. check out the tremulous directory.

Urcscumug

What's apparent to me from that video is that the line of aim of the new weapons is misleading. It seems to suggest that the weapon is aiming lower than the crosshair. Look at 00:12 for example: try to ignore the crosshair and tell me where do you think the bullets will go. For me there's quite a bit of distance from the crosshair to the subjectively-estimated point of aim.

Am I alone in using the actual weapon model to estimate aim, or does everybody rely on the crosshair exclusively? Because if I'm right then the new models should be changed to point up a bit.
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.


CreatureofHell

why has he got 8 fps is my question...
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

amz181

probably his recording programme. the fps seems wrong though because the videos running at around 30fps...

Nux

Quote from: Urcscumug on February 17, 2009, 09:09:33 AM
What's apparent to me from that video is that the line of aim of the new weapons is misleading.

The model perspective seems to purposely position the vanishing point of the 'forward lines' at the point of aim.



This works pretty well over large distances but the illusion is broken at close range.

I believe the old rifle also has the same vanishing point but I'm not sure about the other aspects of perspective. Perhaps you'd prefer it if the old rifle was 'stretched' forward a little more?

Unless you have eyes where your gun should be it's always going to look wrong to some extent.

Urcscumug

I did the same test with a ruler applied to the screen in-game. And yes, the old rifle also has lines that meet at the crosshair. Which means it's all subjective. We'll have to wait and see during actual live testing.
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Kaleo

If they bring the FOV down or make the gun bigger on screen, it should look alright.

It looks fine to me, but that's because my gun in UrT is small and my FOV is high.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Redsky

wow! great models and textures!
Quote from: Nux on February 17, 2009, 09:14:53 PM
This works pretty well over large distances but the illusion is broken at close range.

yeah, tho it could be fixed, by checking distance of closest target and adjusting weapon angle.
In fact it would only have to check if there is something close to crosshair and if something is than change angle :)
Happy New Year Everybody! : signature adequate once a year.

Nux

Either that or the far simpler option of keeping the angle the same and changing the crosshair's position on screen. I've seen this done on FPSs before though a specific example doesn't come to mind.

Odin

#22
You could do a trace to find the distance to the point at the center of the crosshair every frame, and adjust the cg_gunY value to move the first person gun to the left or right depending on how far away it is. It would have a maximum effective distance to adjust the gun Y value(possibly the current default), with a distance of 0 would put the gun at the center of the screen. You could also link this to the X value to make the gun move backwards a small bit when you're REALLY close.

This could probably be done client-side too, and even for aliens when we get first-person claws(but only for the X value).

Nux

After a quick test with the gun position variables I have to note a few problems which would need to be corrected first or otherwise accounted for:


  • Not all the guns line up very well with the crosshair (e.g. Blaster) and this becomes obvious when the position is changed
  • Not all the guns have the same variable value for 'center screen'
  • Moving the gun around like this seems a little unnatural and a bit distracting too
  • As I said, the only way to make the center of the screen the true direction of the gun is to position it in front of your eyes. Sadly, this just looks silly.

If you're going to try this out, I recommend you make the change minimal, leaving it for only the most extreme cases. Perhaps even forget about moving the gun left and right and just have it move back out of view when objects get too close.

Risujin

Quote from: David on February 15, 2009, 01:38:22 PM
I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)

Domination lives!  :laugh:


kevlarman

Quote from: Risujin on February 24, 2009, 08:47:00 PM
Quote from: David on February 15, 2009, 01:38:22 PM
I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)

Domination lives!  :laugh:
pi^Wcodes or it didn't happen.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Stannum

Blue © 2004 Natural Selection.

Stannum

Serious reply time.

Greenhouse is probably going to be the same size as transit, maybe even bigger. I'm just using the space much better. Better map flow, more areas. It will also feature a train.

It's a proper successor to transit ;)

No new anims for the bsuit just yet. Those shots are from my physique->skin mod modifier max script. It converts the rigging type modifier to something else which is a bit more usable for me.  I had to do this since the tools that exported player models don't work with my max version. Q3 player models are seperated into 3 parts, so I had to do some fancy cutting. All very technical really. Visible damage on death, gibs/blood is something I'm working on yes.

The domination thing is only when I have enough time over. No, we are not going to put in a domination game mode. I just want good quality models available for people who do implement it.

On the topic of weapon position. It's all very subjective. In truth I'd rather change it too, but at a high fov it all really looks pretty bad. What I'd ideally want is that the engine uses a different fov (70) to render the weapons, but this is not that easy to do.

The aim feels a bit misleading since you don't really see a clear barrel, just a blocky shape and the end. I might still fiddle with gun positioning, but it's a pain in the ass to re-export it again :(

The 8 fps thing is from recording from demo. It takes a screenshot each frame, thats quite intensive.
Blue © 2004 Natural Selection.

FisherP

Quote from: amz181 on February 15, 2009, 01:00:59 PM
i think we should all be getting excited about 1.2

Sorry for being so cynical, but I'll be excited about 1.2 IF it's ever released

I used to be excited, but I got over it.