Maybe this is true for MD5 models (I don't know them at all), but for Cal3D I can say that this is not the case. Cal3D is the exact opposite: it stores the hierarchy of the bones and has problems (read: cannot handle) "detached" bones. For every bone it stores: parent bone, "translation" (aka: parent bone's length, NOT "how far from parent bone's end I am" like in detached bones you use for the legs) and bone rotation.
Cool, I asked the artist and yep, we're in then! I will post the result at the end of the month. Our gui is relatively complete: multiple kinds of buttons, scrollbars, editboxes, checkboxes, radiobuttons, listboxes, comboboxes, etc etc. We want to finish the tooltips and maybe polish it a bit.
He said in case we win, we will use all the money to pay our server costs :)
My opinion is the same someone else already said: if you make a "make a new game from scratch and then throw it away" is not such a good idea, it will spawn up a lot of half-baked games that will never finish. Ok, maybe some of them will live on but hmmm.
Maybe it would be a good idea to allow people to "extend" existing games (using opengameart art), for example create extension packs for wesnoth.
Or maybe a hybrid contest that allows both? Anyways, I wouldn't be in as I already am participating in a project, and I guess it's the same for a lot of others here, thus you'd really need to advertise the contest on a lot of other forums too.
But all in all, I think it's a great idea to showcase and advertise oga!
End is 1. Sept., this is long time ago already. I overlooked this contest, but my graphics artist might really be interested in this, he designed a nearly-complete GUI for the game we work at (medieval fantasy RTS), I have to ask him if he would like to enter the contest, if it's not over yet anyways.
Depending on the type of game, it might be useful to include a 2nd version of the rig with only 1 finger instead of 4. Hope you know what I mean :D Would reduce the bone count by 6
Also, for games based on the Cal3D skeletal animation library, they don't support "detached bones", that is like your legs and arms, they are detached from the main body (dashed lines). Replacing the empty spots by bones would increase the bone count by 4 though :/
This is absolutely true, but I think it is the case because the artist doesn't think about that, or wants it this way. For example sunburn's latest art submitions are very flexible, for example http://opengameart.org/content/eyeballs . Of course this doesn't work with everything, but with a little (even more) effort, art can be made moddable enough imo.
Maybe this is true for MD5 models (I don't know them at all), but for Cal3D I can say that this is not the case. Cal3D is the exact opposite: it stores the hierarchy of the bones and has problems (read: cannot handle) "detached" bones. For every bone it stores: parent bone, "translation" (aka: parent bone's length, NOT "how far from parent bone's end I am" like in detached bones you use for the legs) and bone rotation.
Oh, yeah you're right I totally didn't think about that!
Though I don't know what they do if the unused bone is in between of two other used.
Cool, I asked the artist and yep, we're in then! I will post the result at the end of the month. Our gui is relatively complete: multiple kinds of buttons, scrollbars, editboxes, checkboxes, radiobuttons, listboxes, comboboxes, etc etc. We want to finish the tooltips and maybe polish it a bit.
He said in case we win, we will use all the money to pay our server costs :)
I wonder how you imagine this guy's attack?
My opinion is the same someone else already said: if you make a "make a new game from scratch and then throw it away" is not such a good idea, it will spawn up a lot of half-baked games that will never finish. Ok, maybe some of them will live on but hmmm.
Maybe it would be a good idea to allow people to "extend" existing games (using opengameart art), for example create extension packs for wesnoth.
Or maybe a hybrid contest that allows both? Anyways, I wouldn't be in as I already am participating in a project, and I guess it's the same for a lot of others here, thus you'd really need to advertise the contest on a lot of other forums too.
But all in all, I think it's a great idea to showcase and advertise oga!
End is 1. Sept., this is long time ago already. I overlooked this contest, but my graphics artist might really be interested in this, he designed a nearly-complete GUI for the game we work at (medieval fantasy RTS), I have to ask him if he would like to enter the contest, if it's not over yet anyways.
Your last three monsters look pretty awesome! Really too bad they are high-poly :( Good work anyways!
Depending on the type of game, it might be useful to include a 2nd version of the rig with only 1 finger instead of 4. Hope you know what I mean :D Would reduce the bone count by 6
Also, for games based on the Cal3D skeletal animation library, they don't support "detached bones", that is like your legs and arms, they are detached from the main body (dashed lines). Replacing the empty spots by bones would increase the bone count by 4 though :/
This is absolutely true, but I think it is the case because the artist doesn't think about that, or wants it this way. For example sunburn's latest art submitions are very flexible, for example http://opengameart.org/content/eyeballs . Of course this doesn't work with everything, but with a little (even more) effort, art can be made moddable enough imo.
haha that would be a pretty awesome feature for OGA 2.0
Pages