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Author Topic: Etc.  (Read 13310 times)

Toady One

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Etc.
« on: December 03, 2003, 01:04:00 am »

I've written out my notes for how I think I'm going to handle the clothing mess.  Maybe I'll actually program it sometime.  Damn, this is going slowly.
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Toady One

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Re: Etc.
« Reply #1 on: December 04, 2003, 11:22:00 pm »

Finishing the item model editor tonight.  It should function roughly like the creature model editor, except that deformations would be linked to things like blade curvature.  And some other differences with add points and gluing vertices...  anyway, so I'm trying to get a simple sword back into the character's hands with this (the game doesn't run now), and then I'll do a hat I think.  Then I'll post a screenshot, and we can all be terrified together.  At least those of us who are still here.  Since this project slowed down.  Fuck school.
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Toady One

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Re: Etc.
« Reply #2 on: December 05, 2003, 02:45:00 am »

Okay, the item model editor is done.  I found a crash bug while I was doing that makes the current model editor unusable.  Oh well.
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Captain_Action

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Re: Etc.
« Reply #3 on: December 05, 2003, 11:40:00 am »

What kind of hat? A pointy wizards hat? Or a bone helm carved from a dragon's skull? perhaps a humble peasant's cap made from human skin!
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Toady One

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Re: Etc.
« Reply #4 on: December 05, 2003, 02:29:00 pm »

Unfortunately for the universe, it will probably end up look like that last thing you wrote, no matter how hard I try to make a big sombrero.
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Captain_Action

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Re: Etc.
« Reply #5 on: December 05, 2003, 08:08:00 pm »

Well, I guess that is what editors are for.
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Toady One

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Re: Etc.
« Reply #6 on: December 06, 2003, 03:57:00 am »

Speaking of big, I have my humans holding swords again, but the model was about the size of the universe...  it went on and on, blocking half of the sky.  Reminds me of goofy nintendo anime or something.

Once that's rectified I can start my hats/masks/whatever I get.  Then as I build up the things that can be worn, I'll start working on the other item issues that are in the Plan.

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Ashelus

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Re: Etc.
« Reply #7 on: December 06, 2003, 04:09:00 am »

Huh? This place is still here?

*listens to echo*
still here? still here? here? ere?

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Toady One

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Re: Etc.
« Reply #8 on: December 07, 2003, 12:25:00 am »

The sword is back to the regular size and displaying as before, although it looks kind of blocky (because my item models are still place-holders).  Anyway, I guess I'm going to start experimenting with clothing now.  Note: Previous sentence not allowed to be quoted out of context.
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Toady One

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Re: Etc.
« Reply #9 on: December 07, 2003, 06:16:00 pm »

Okay, so I've decided hats aren't a good first clothing item.  I mean, in order to expedite the restoration of moral fiber to our decaying society, I'm going to add pants first.  I guess dresses would satisfy that need even more, for the female characters, clearly, but pants are easier, and they cover the major points (multiple body parts, covering half of a body part) without introducing frills (loose connectors in dresses, points and rims in hats).

So, to get myself hyped up, here's the standard technobabble:  as I said before, clothing will be stored as simple creature representations.  In this case, the creature form contains Body and Leg nodes.  The Leg node is attached to the outer (as opposed to central) position on the body.  To create a pants item definition, I'll say that pants are any simple creature rep'n that covers the outer portion of the body and all of the outer legs.  As things stand then, hexapods (eg ants) wouldn't have pants, because they have central legs only.  However, a quadruped like a dog could still have regular doggy pants because the hind legs are the outer ones.  The front legs are central.  Furthermore, if you make a novel form with, say, four outer legs all coming out of the body, then the game will be able to adjust when it makes pants for those creatures.  I haven't quite pieced together how the game will handle a human trying to put on such pants, and how the extra legs will hang and so on, but this is the general idea.  Most other clothing items can be handled like this.  There are more subtle differences...  such as adjunct parts and how they are handled.  For instance, with gloves, each adjunct (finger) is given its own component, while boots don't conform to this model unless you want them to look cute.  Hats and masks cover different portions of the same part.  And I'm sure there are more problems...  hanging and tight fitting jewelry for example.  Statues are also going to be stored using creature rep'ns...  pants are essentially hollow lower-halves of statues made from non-rigid materials from the game's point of view.  This makes animation spells almost easy, for both statues and things like empty suits of armor.

As usual, things are complicated, but the upside should be that given any creature at all, Armok should be able to given them appropriate little outfits in time for the next release.

Hmmm...  if you have arms that you walk with on your lower body instead of legs, I wonder if the shirts you wear down there should be called shirts or pants, or if it is somehow decent to wear nothing in that case.

Anyway, pants sometime soon.  Shirts and gloves would follow almost immediately.

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Captain_Action

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Re: Etc.
« Reply #10 on: December 08, 2003, 12:04:00 am »

Pants? Pants!?!?

No self-respecting barbarian would be caught dead in pants, they demand loincloths!


In a less serious note...
While reading your last post I started humming a little song.

The adjuct parts are connected to the foot node
The foot node is connected leg node
the leg node is connected to the body node

... etc ...

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PsychoX

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Re: Etc.
« Reply #11 on: December 08, 2003, 03:58:00 am »

Oh finally, pants! Is it possible to interact with clothing, like setting it on fire or slicing it in small pieces?

Whatever, it's good to know that the game is still being worked on.

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Zonk

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Re: Etc.
« Reply #12 on: December 08, 2003, 05:22:00 am »

I'M STILL ALIVE!And and soon as you release,I can begin to edit my manual...I want to do something good :-)

By The Way,I'm also preparing one of my mega-rant  :cool:

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Toady One

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Re: Etc.
« Reply #13 on: December 08, 2003, 05:40:00 am »

If you build it they will come.  Yeah.  Kevin Costner.  Singing the Captain's song.  Anyway, so...  cloth...  easy to program it, hard to program its uses.  There are so many things that can be done with a square of fabric...  loin cloth, impromptu sack, bandage, blind fold...  maybe the loin cloth is the easiest, once pants are done.  Maybe even first.  Seems proper in a sense.  The game is tribal after all.

Clothing is just an item like anything else, so as it stands you'll be able to do what you can do to your weapons: not much.  But when weapons start burning, clothing will too.  The same goes for damaging it.  Once I make sword blades break off correctly, rather than the current incorrectly, then you'd be able have pants get cut up.

He he, mega rant.  I shall prepare myself.

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