Archives des forums MMO/MMORPG > World War 2 Online > WWIIOL - Chez Francis et Günther > troupes fraiches ! [Nouveau modèle d'infanterie]
les troupes fraiches arrivent !
Par Dudule-01 le 25/11/2002 Ă 22:05:03 (#2643387)
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With the intention of keeping the WWIIOL player community more informed of the goings on here in the art department (specifically the infantry department), we have decided that a once a week update would be in order. Mind you, these updates will attempt to be short but sweet, as the time I spend on them takes away from actual production of discussed tasks.
As of this writing, I have not yet decided on whether a Monday or Friday update would be more appropriate. This is a short week, so I thought I would start this Monday. I have a feeling this will change to Friday updates though.
I will be first laying out the stuff in progress, then what is planned (when available), and then I will be trying to answer some questions that I have pulled from the forums (the Barracks).
So without further ado, on to the first update:
In Progress:
- New Infantry Models: Work on the new infantry models is underway. Discussion and a plan had started weeks earlier, and now the actual production has begun. The models are at the texture stages, and I hope to have them complete (textured) within the next couple of weeks. The Germans, British, and French all have new models. French players that have been clamoring for the great coat can relish in the fact that you will now have them. I have added a little more “gear” to the troops, so they do not look as naked as they do now. The added equipment is all based on historical dress, so you won’t see rocket launchers, rail guns, or the like.
- New Infantry Animations: The new animations are coming along nicely. All of the important loops are finished such as walking, trotting, sprinting. Some of the canned stuff is done and I have been trying to animate a very pleasing yet, non-obtrusive idle animation to give the non-active player some life. Breathing looking around, etc., etc. are on the list, but since these will be very prominent, I want them to be well done, and interesting.
- Textures: The new infantry textures will get worked this week. I have the British model sectioned off and the template made. Now comes the actual texture that will be mapped. I will be concentrating on the German until Thanksgiving Day break. We are adding two additional texture maps for each troop. Hopefully this will give the infantry more resolution and just make them look “prettier”.
WhatÂ’s Planned:
- Animations: With the implementation of the revised 3rd person infantry model comes some new animations, as well as reintroduction of some of the old ones. For example, kneeling, and walking will find it’s way back into the mix. We are adding a few “emotes” to the library such as saluting, pointing, and the stop signal. If the time allows, a couple “fun” emotes will make it in for the initial release. The revised 3rd person element will be implemented in stages. As I know the order of these things and their relation to the implementation of them, I will update you.
- Textures: Something we have been discussing is a library of trooper faces for the player to choose when creating his persona. Pretty sure this will not be making it in the initial release of the revised 3rd person system, but itÂ’s something that most of us would like to see soon. As more information becomes available, I will let you know.
- New Infantry Weapon: Combat knives will be coming in as well. In the future, we plan on adding bayonets, but as this requires some thought and coding regarding it’s implementation, combat knives should be fun and provide the infantry player with that tool for “stealthy” kills.
- Future Groundwork: The new system for infantry will lend itself well for the future release of crewable machine guns. Granny 2 has proven that attachments are far easier to deal with then our former animation system was. Granted, this is not the only thing needed for CMGs to get their début, but at least we know that the animation system will not be the bottleneck. The new system also will help with the implementation of future animations needed for things such as vehicle bailing, aesthetic improvements for table capturing, other future infantry weapons, etc. We now know that with a standardized skeleton, needed animations can be blended with existent Granny 2 ones, to create a whole myriad of visually stimulating and useful movements for the infantry.
Q&A:
Since this is the first of many updates, I had a hard time picking out questions from the BARRACKS that I could answer specifically, so this week is an introduction to this portion of the update. In following weeks, I will be looking for questions in the BARRACKS that pertain to the infantry models and animations in particular. I wonÂ’t be able to answer gameplay questions, but anything concerning the look and feel of the system I can handle.
Discuss this update and post questions here:
Well thatÂ’s it for this time. Look for next update on December 6th.
Adios
Toto
Art/CRS
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Par NNPsyco le 26/11/2002 Ă 17:04:13 (#2649012)
Par Kaal le 27/11/2002 Ă 20:12:39 (#2659107)
Par cdar le 27/11/2002 Ă 21:09:35 (#2659614)
Et a terme, la baionnette !!!!
Imaginez avec une escouade soldat discipliné ce qu'on pourrait faire :) mourrir en beauté :)
Par contre le couteau, je trouve ca bof... on est pas a cs..quand a l'utilisation j'ai hate
Par Xianigar le 27/11/2002 Ă 22:57:59 (#2660522)
Par Defcon le 27/11/2002 Ă 23:21:18 (#2660671)
Par Xianigar le 28/11/2002 Ă 16:22:46 (#2664843)
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