by Lexus Alyus » Wed Jul 27, 2005 7:05 am
Ya know, if this was included we could have seperate pieces of a monseer (leg, arm, head, etc...) that just rotate and move. This would reduce animation frames. Seccondly, this method can be used to change visual weapons being carried... this would mean that you would only require a few rotations of each weapon once thta can be used on all weapon carrying monsters/players

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Better yet, if you make the individual body pieces out of voxels, slam them together in the code for gameplay then you have full 3D monsters that don't require nimation frmes, woulds have smoothe animation (would be done in the code) and look as good as the voxels look! Better yet, if we could program hi-res voxels they could look as good as any model! Why are voxels underused, they have so much potential without the hassle of full on models...
Man, I need to learn to program fast, I have potential to create the best doom port ever!

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Ya know, if this was included we could have seperate pieces of a monseer (leg, arm, head, etc...) that just rotate and move. This would reduce animation frames. Seccondly, this method can be used to change visual weapons being carried... this would mean that you would only require a few rotations of each weapon once thta can be used on all weapon carrying monsters/players :D.
Better yet, if you make the individual body pieces out of voxels, slam them together in the code for gameplay then you have full 3D monsters that don't require nimation frmes, woulds have smoothe animation (would be done in the code) and look as good as the voxels look! Better yet, if we could program hi-res voxels they could look as good as any model! Why are voxels underused, they have so much potential without the hassle of full on models...
Man, I need to learn to program fast, I have potential to create the best doom port ever! :D.
:twisted: