The Weapon Shop

The place to discuss all things Lugaru.
User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Thu Nov 05, 2009 6:17 pm

Stares wide-eyed... Lookin' good rudel, you're working quickly.

User avatar
kwatie
Posts: 57
Joined: Sun Apr 12, 2009 11:59 pm
Location: On my computer, doin' stuff

Re: The Weapon Shop

Post by kwatie » Fri Nov 06, 2009 6:11 pm

Lotus have you ever thought about combining OG alpha textures with Lugaru's? That would be awesome!! :shock: :shock: :shock:

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: The Weapon Shop

Post by rudel_ic » Fri Nov 06, 2009 7:15 pm

I find it more awesome if he makes original stuff :)

User avatar
kwatie
Posts: 57
Joined: Sun Apr 12, 2009 11:59 pm
Location: On my computer, doin' stuff

Re: The Weapon Shop

Post by kwatie » Fri Nov 06, 2009 7:27 pm

True to that. Though he could make some more armor

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Fri Nov 06, 2009 10:45 pm

Interesting you should say that about armor, I've been developing a technique for making armor textures in Blender. We should be seeing some nice results soon.

User avatar
kwatie
Posts: 57
Joined: Sun Apr 12, 2009 11:59 pm
Location: On my computer, doin' stuff

Re: The Weapon Shop

Post by kwatie » Sun Nov 08, 2009 5:02 am

Lotus Wolf wrote:Interesting you should say that about armor, I've been developing a technique for making armor textures in Blender. We should be seeing some nice results soon.
Awsome! :D :D :D Looking forward to seeing it!

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Sun Nov 08, 2009 10:31 pm

I posted it yesterday :wink:

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Sun Nov 08, 2009 11:37 pm

Here's something nice for y'all.
Stiletto
Image
Here's the proof that we can now use non-cube objects in weapons, this was made entirely from a torus. Looks nice, eh?

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: The Weapon Shop

Post by rudel_ic » Mon Nov 09, 2009 12:49 am

Yeah, with the new Im-/Exporter, the sky's the limit. Good weapon!

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Mon Nov 09, 2009 2:41 am

:D Thanks :)

User avatar
kwatie
Posts: 57
Joined: Sun Apr 12, 2009 11:59 pm
Location: On my computer, doin' stuff

Re: The Weapon Shop

Post by kwatie » Mon Nov 09, 2009 4:49 am

I have a weapon idea that would look awsome. It is called a warglaive and is used in Warcraft 3 by someone called Illidan. Here is a picture for you Lotus
Attachments
The warglaive
The warglaive
warglaive.jpg (2.48 KiB) Viewed 6299 times

User avatar
Sandurz
Posts: 1105
Joined: Wed Dec 31, 2008 10:55 pm
Location: My House

Re: The Weapon Shop

Post by Sandurz » Mon Nov 09, 2009 5:29 pm

Lotus Wolf wrote:Here's something nice for y'all.
Stiletto
Image
Here's the proof that we can now use non-cube objects in weapons, this was made entirely from a torus. Looks nice, eh?
Looks good! But I don't think one would hold a stiletto like Turner does....

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: The Weapon Shop

Post by Lotus Wolf » Mon Nov 09, 2009 10:21 pm

No, one would not properly hold one as Turner does, however, soon I can fix this! :wink: *Looks over at rudel*

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: The Weapon Shop

Post by rudel_ic » Mon Nov 09, 2009 11:42 pm

Well, hopefully that's completely embedded into skeleton / animation data, but I'm not sure yet.
Made some progress on skeletons, far from done though. I now know for certain that a solid's vertices are tied to skeleton parts via vertex indices. So when a skeleton part moves, the associated vertices move along with it. But there's still mysterious parts to it.
For example, let's look at 'Basic Figurelow'.
After all skeleton vertices have been defined, I've got sequences like

Code: Select all

3F E2 39 C7 . # FLOAT
3F E2 39 C7 . # FLOAT
00 00 00 00 . # FLOAT
41 20 00 00 . # FLOAT
3F 80 00 00 . # FLOAT
00 00 00 00 . # FLOAT
After that follow the associated vertex indices, obviously. I don't know what the floats mean exactly though. Yeah, they seem to be xyz components, but what for? Still trying to figure that out.
41 20 00 00 and 3F 80 00 00 also could be some kind of delimiters. Weird stuff!
The byte order after the vertex indices is also puzzling.
I've got something like

Code: Select all

00 00 00 0C . # LAST VERTEX INDEX
01 00 00 00 . # ??
00 00 00 00 . # ??
00 00 00 12 . # NO. OF ASSOC VERTS?
The 01 00 00 00 part is just weird; if it'd be two shorts, it would be 00 01 00 00 instead, if it was a 4b int, it would be 00 00 00 01 instead.

So yeah, good times. Might take some time until I've got this figured out.

User avatar
h2ostra
Posts: 197
Joined: Mon Feb 09, 2009 4:42 pm
Location: Davis, CA

Re: The Weapon Shop

Post by h2ostra » Tue Nov 10, 2009 5:21 am

If I wasn't completely inept at such things, I would totally make one of those Klingon blade things. Not sure how that would turn out looking in-game, though...

Post Reply