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Author Topic: Hairy People  (Read 17718 times)

Toady One

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Hairy People
« on: March 08, 2003, 04:00:00 am »

There are a few unresolved issues, but at least we've got this guy:

That hair style is fairly simplistic, but it works for arbitrary models with arbitrary textures in arbitrary positions.  So you can pretty much do whatever you want, aside from wings.  Hair, beards, mustaches, massive chops...  whatever.  It keeps track of where they attach, so it could add a red texture to the right place if you get scalped.

Now I can start special abilities, or something.

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Toady One

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Re: Hairy People
« Reply #1 on: March 08, 2003, 06:15:00 am »

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Denim Sk8r

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Re: Hairy People
« Reply #2 on: March 08, 2003, 10:02:00 am »

here's the question though....

Can Armok harness the power of the mullet?!?

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nd then Trogdor smote the Kerrek, and all was laid to burnination...

spelguru

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Re: Hairy People
« Reply #3 on: March 08, 2003, 10:34:00 am »

I got a better question, will there be medusas in the game? They got alive hair you know, the snakes n all...
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Captain_Action

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Re: Hairy People
« Reply #4 on: March 08, 2003, 12:33:00 pm »

All that I can say is, Nice! It looks like you can do nearly any hair do from afro's to mohawks! Beards? Any self respecting dwarf has to have a 2 foot or long beard!
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Toady One

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Re: Hairy People
« Reply #5 on: March 08, 2003, 04:27:00 pm »

 

The hair, mustache, and beard are all separate growths and have separate frills in the model.  That hairline is receding...  it can be fixed by adding more triangles...  you can do anything really.  You just need to draw the triangles in the editor.  Which is annoying.  Because the editor sucks.

Do the snakes think for themselves?  There might have to be some kind of symbiotic thing...  If the snakes are just body parts, you could use adjuncts... they'd be like fingers.  If there are too many for that, then they could just look like green hair, since you wouldn't be able to differentiate...  the problem in any case would be making them wiggle.  Haven't done anything for that yet...

I just got a surprise homework assignment, I need to do a little work for my advisor before Thursday, and I have to grade multivariable calculus finals in a week...  things might be a little slow until break.

Field effects and special abilities are the only real obstructions to the magic release now, but...  well, field effects will be very hard.  Back when the project started, I posted more updates back on rogue-like news groups, and so I received more email, especially when I put up the original 66 page future section.  Having field effects (melting/temperature/etc.) was one of the major hurdles that people thought I was being very optimistic about.  We'll see what happens.

[ March 08, 2003: Message edited by: Toady One ]

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Toady One

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Re: Hairy People
« Reply #6 on: March 08, 2003, 06:14:00 pm »

Experimenting With Eyebrows and Texture Changes:

Experimenting:

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Denim Sk8r

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Re: Hairy People
« Reply #7 on: March 09, 2003, 01:00:00 am »

I like how, in Armok, playnig around with someone's hair can make their eye jump off of their face.....

Just like in real life!!!

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nd then Trogdor smote the Kerrek, and all was laid to burnination...

Captain_Action

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Re: Hairy People
« Reply #8 on: March 09, 2003, 01:27:00 am »

Would it be possible to simulate hair growth?
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Toady One

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Re: Hairy People
« Reply #9 on: March 09, 2003, 02:51:00 am »

I wrote deformations into the model frill code...  so in theory there can be deformations for hair growth, just as there are deformations to fatten and thin out cheeks/chins in the version available now (note that kobold heads come from the human models + deformations, so you can get lots of mileage out of this method).

This means that the problem reduces to simulating hair growth in the creature (independent of graphics).  I haven't thought about it, but it doesn't seem bad.  Say, every creature already has the current sizes for each of their parts, so all you'd need to do is add a species-level variable that tells how fast each growth grows.  Then the creature growth size variable would have to be incremented at regular intervals according to that rate.

He he he...  that'll be cool...  then you can set the camera on your face, and just press the Z button a lot.  The sky will flicker black and blue, and your hair will grow out, perhaps including unsightly stubble at first.  At least until we add food and sleep and proper time abstraction...  but until then, it'll be like those fast-time nature movies with the flowers opening and closing, or the rats decomposing.  Yeah.

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Zonk

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Re: Hairy People
« Reply #10 on: March 09, 2003, 11:29:00 am »

IT'S VERY COOL.Believe me.Ho,i know this has nothing to do with this,but while i wait this new version im also doing a tome module :-)
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Toady One

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Re: Hairy People
« Reply #11 on: March 09, 2003, 12:39:00 pm »

I just popped over to t-o-m-e.net...  sounds fun.  I haven't played it for a while.  The last version I played was the first TOME one (as opposed to PernAngband).

<yawn> I'm tired.  The reason I haven't posted any girl faces is because they are currently not presentable.  I'll fix that at some point in the near future.  I'd also like to start special abilities as well.  Hmmmm....  which ability will be first....

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spelguru

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Re: Hairy People
« Reply #12 on: March 09, 2003, 09:24:00 pm »

The first ability should be... Total-Berserka-Rage-Versus-Innocent-Rabbits!!! Whenever someone with that ability sees a rabbit, he goes berserk and kills the rabbit then commits suicide by trying to swallow the rabbit whole and choke on it.

Isnt that a great special ability or what?

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spelguru

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Re: Hairy People
« Reply #13 on: March 10, 2003, 10:10:00 am »

Even better idea: Skin Immunity vs Kobolds. If you touch a kobold with your skin the kobold bursts into flames or explodes in a gory rain of blood and body parts...
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Captain_Action

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Re: Hairy People
« Reply #14 on: March 10, 2003, 11:17:00 am »

Unfortunately, Kobolds turn all other races into kobolds upon skin to skin contact.
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