Hi Milten! I'm working on a gore and fatality system with respected texture atlas.
What already done: generic skeleton and guts tested on a doll and Ettin models, sepatated body parts wrapped in gibs meshes.
What to do: materials and animation.
That work is more research than real production, and it's going slowly. So I started to make a Serpent Staff HUD model in parallel.
Also Sapphire wand projectiles and hit FXes are ready and waiting for skyjake to implement model aligning system.
I've had limited time to work on Doomsday recently, but the alignments are definitely next on the model rendering to-do list. I'll try to get around to it sooner rather than later.
Hi rmladenov,
If nothing goes wrong I think I can finish it before the fall. And about not asked question about monster Ettin and other creatures: there is still a big issue with a death states on a client's side. The corpses can't contain their visual states after save/load of the game. I'm also think that the corpses should be more lightweight and not contain a skeleton info. A simple mesh would be enough. The skeleton mesh would be useful only with a ragdoll dynamic corpses.
Hi Milten,
I was not able to work on a Doomsday for about 2 months due to a personal circumstances, but I returned to a normal pace of work a week ago
The Serpentstaff high-poly model is finished and now I'm working on a low-poly model uv's. I think I can finish the hard-surface part of the model in September. And the "magical" part I left to October.
Last week I spent finishing materials of the Serpent Staff and binding mesh to a skeleton. Also I started to make a material-related effects. The image below is rendered with a Doomsday engine's similar shaders, so this look can be expected in game. Eye details and magical effects are coming soon, stay tuned
The power of shaders! I used a vertex color/alpha to color an eye (grayscale image) and a scroll uv's function.
That's nothing special, I use those functions everyday at work, but now it came to Doomsday
Some time ago I realized that invisibility looks like very nice in Doomsday (tried on heretic HUD 3dmodels and hexen gauntlets from xarp), especially metal/shinemap parts
I wonder, how serpent staff will look like with invisibility (icon of the defender with cleric), especially shader (eye) and metal parts. Also it's interesting, how Doomsday 2.x handle reflections with invisibility
I'm not very happy with the current transparency approach. It's a simple blend applied to a model. It have advantage in render speed and disadvantage in showing back faces of the model. It's not very noticeable on a simple models, but it can be very messy on a complex models with intersecting geometry.
I prefer a multi-pass transparency where the background and transparent model are rendered separately and then blended together. This approach is not suitable for a swarm of monsters, but it can show a better result for a HUD models. >>
First shots of the Serpent Staff in game. All animations are ready and working. Now I'm working on a weapon script. I think I can release it in the end of the weekend.
Comments
doomsday_2.0.0-build1902_x86.msi works for me (but anyway, better to use latest (1905 for now) )
What already done: generic skeleton and guts tested on a doll and Ettin models, sepatated body parts wrapped in gibs meshes.
What to do: materials and animation.
That work is more research than real production, and it's going slowly. So I started to make a Serpent Staff HUD model in parallel.
Also Sapphire wand projectiles and hit FXes are ready and waiting for skyjake to implement model aligning system.
can you show us a WIP pic of the Serpent Staff HUD model?
Looking good so far, keep it up
If nothing goes wrong I think I can finish it before the fall. And about not asked question about monster Ettin and other creatures: there is still a big issue with a death states on a client's side. The corpses can't contain their visual states after save/load of the game. I'm also think that the corpses should be more lightweight and not contain a skeleton info. A simple mesh would be enough. The skeleton mesh would be useful only with a ragdoll dynamic corpses.
I was not able to work on a Doomsday for about 2 months due to a personal circumstances, but I returned to a normal pace of work a week ago
The Serpentstaff high-poly model is finished and now I'm working on a low-poly model uv's. I think I can finish the hard-surface part of the model in September. And the "magical" part I left to October.
The VFX parts are in progress.
That's nothing special, I use those functions everyday at work, but now it came to Doomsday
I wonder, how serpent staff will look like with invisibility (icon of the defender with cleric), especially shader (eye) and metal parts. Also it's interesting, how Doomsday 2.x handle reflections with invisibility
I prefer a multi-pass transparency where the background and transparent model are rendered separately and then blended together. This approach is not suitable for a swarm of monsters, but it can show a better result for a HUD models.
>>
https://dl.dropboxusercontent.com/u/25137016/modelFormat/WIP/hexen-sstaff-001.png
https://dl.dropboxusercontent.com/u/25137016/modelFormat/WIP/hexen-sstaff-006.png
https://dl.dropboxusercontent.com/u/25137016/modelFormat/WIP/hexen-sstaff-010.png