Wednesday, 20 January 2010

Cliche versus unCliche! Also Less Squinting and Forget How to Draw

I decided to take advantage of the New Year Sales - also getting in before VAT was going to go back up to 17.5% - to rid myself of the constantly malfunctioning Dell RAID setup which I've spent 3 years complaining about ... but not done anything decisive to stop complaining about it. Well I have now, getting a single Western Digital with more cache than the RAID, and also the new working copy of Vista ... I think it's called Windows7 ... but basically it's Vista without the bugs.

Also, whilst my folks had spent a month in the States jamming with 1950s rock stars, I'd swiped their digital TV to use as a monitor. I had quite liked this on the grounds that previously, on my old 20inch monitor I couldn't read text on the internet at full resolution and modeling in Blender was a pain. So I invested in some screen real estate and bought a 1080p TV to replace my monitor, and I can now see what I'm doing in full resolution without squinting. Or drop a resolution and everything is HUGE.

After a bit of "faffing", I got the brightness, contrast, colour to be the same as my monitor.



I feel a sudden need to explain that I don't really have the illustrated desktop background ...

Right, that's my budget for the next decade blown - back to deving.

I'd needed to come up with some sort of bad guys of a scary humanoid nature. So, I started on the Cliche. Scary Humanoid Monsters come in a variety of cliched forms ... they're cliches because they're humanoid and thus familiar, they look a bit like "us" because that's basically what they're based on (not to mention often in film they actually are a guy in a sweaty rubber suit), they are familiar and yet alien.

They are most often slow moving hunters, stalking their prey, creeping out of the background to eat/maul/shag the stupid human who is centre screen, waving a flashlight around to draw attention to themselves (apparently it all adds tension). They do come in sub-sections, zombie, Nosferatu (as opposed to sparkling vampires ... bawwwww!), and the humanoid alien monster aka guy sweating in a rubber suit.

Mostly I just plan the visual stuff in my head and then model/texture it stream-of-consciousness style. However I decided to do a bit of pre-planning.



Which is when I forgot how to draw ...

The problem with the humanoid alien is that there is no way of avoiding the cliche of a certain HR Giger designed humanoid alien. It's either that or Blue Space Furries --- or a guy with pointy ears and blue blood.

At first I wanted a fairly smooth mix of grey bone and pink skin - and tried to swipe the mouth shape from the "pink thing" in Pan's Labyrinth. I didn't quite manage to get the same "choked look", but never mind (probably should have bloated the tongue out more).

Anyhow, this all caused plenty of frustration and I just couldn't get something that I liked --- so instead I decided to do something that was bearable, ditched the smooth bone/skin idea (the whole "grey" thing stank too much of cliche for this particular cliche) in favour of a rough, almost oxidized look with a hefty metal shine. Animations seemed okayish, I wanted a it to sort of strut or "mince" -- yes, "mince" -- as it lopes slowly(<--cliche) torwards at it's prey.



It's got big hands ... all the better for flailing around and battering the player ... like a zombie ... Giger's alien ... the rest of the slow moving humanoid monster cliches. So I decided to throw in an unCliche ... which might actually be a cliche in itself ... or ... something ...

Anyhow, the slightly glowing bits are the hint, and they wash around the model's body. Fade isn't currently functioning, so it's a bit on/off when it happens.



The initial tests were just based on collision events, and then redone so that it attacks via a raycast based on range from target (only about 4 metres). Purple Swirlyness, some damage via a smartbomb effect (doesn't hit teammates) that goes out to an area of around 8 metres rather than just hitting it's target, lots of impulse, no clawing. And as an added cliche - ondeath, it goes out with a bang! Energy Explosion Audio provided by my GPU fan running Torque - and then flanged in Audacity (if it sounded like that normally I think that there would be something very wrong!).

All-in-all, not as bad as it could have turned out, and the colourful explosion effect is quite nice, distracting and I think can generally cause some confusion in-game. Guess I need a variation on the theme, players love variety, and some sort of fast-moving-but-easier-to-kill-hunter-cliche is probably on the cards, some more humanoid aliens that can use guns, and then the really awkward task of making some scary starfish aliens which really look alien (pulls out the Lovecraft books) --- hope I remember how to draw by then ... I'm really out of practise.

And what they look like in action against a conventional army.

Thursday, 24 December 2009

Organic Modeling Redux Rehashed Rinsed and Repeated

Back to remodeling my remodeled models ... models.
And LODing, lots of LODing.
And we're not going to be rejiggering the pokery again, this is the final cut of character models.

This was what changed the last big alteration, as posted in this old blog.



But frankly there were still plenty of issues, especially with dodgy deformation around the arms, so after fluffy bunny slipper catgirl got scratch built, then tweaked for better joints, everyone else has needed a bit of a rebuild from scratch too.

Obviously the best way to do this is to have a set of standard "base" characters to act as a blueprint, one for male and one for female. With deformation going to be as good as I could get, it was time to plough on with rebuilding my base soldier model. Still sticking to the principals of keep things fairly simple, most characters are sharing the same pants and footware textures. I beefed up the body armour considerably, and so it no longer looks like a leather jerkin from Henry V. So, once more into the breach, dear friends ...

Old versus new version as seen in Blender.


Actually, I trimmed a few polys off the head, it was much too detailed under the cap, and as the cap isn't coming off there was no point in having a full head of hair underneath it. So LOD_0 weighs in at 4958 tris.

I ended up 7 LODs in total, cutting down polys and texture numbers as they go - the last one blank to make sure that the model will disappear totally at 8 pixels. I've found that without having an empty level of detail the last LOD will always display. It hadn't previously occured to me that textures should be LODed out too, but I saw someone ... somewhere ... in the forums mention that the last LOD should only have one texture to reduce draw passes.

LOD_0 - 4958 tris - 8 textures - detail 400
LOD_1 - 3732 tris - 8 textures - detail 300
LOD_2 - 1849 tris - 5 textures - detail 200
LOD_3 - 764 tris - 3 textures - detail 80
LOD_4 - 120 tris - 2 textures - detail 40
LOD_5 - 108 tris - 1 textures - detail 8
LOD_6 - 0 tris - 0 textures - detail 2

Now the reason why 4 and 5 are so similar is that skin reflects, and I found it a bit of a jump when the pale skin colour popped into view, so I made an extra LOD which was basically the same blocky, stick figure as 5, but carried the skin texture for the face, thus easing the popping of the contrasting tone of the two remaining textures.

Bent over Gimp and feverishly scrawling on my tablet, I'd also redrew the textures up to scratch a little more.

And what it looks like skinned in comparison to the old model.


Righty-ho, now I need to knock up a security guard, and then probably work on bad guys of a scary disposition.

Merry Ruddy Crimbo

Monday, 30 November 2009

Organic Modeling Redux, WM(in)Ds, Melee, Dewicious Spam

The problem with an organic approach, particularly to modeling, is that it's rather synonymous with not knowing what you were doing, but you still needed to get something out.

So, I've remodeled and animated my player models "correctly", dropped my previous "hax" after finally working out how blended files are supposed to work, sorted out the various blend animations, and done a fair bit of "rejigging" to remove various issues of bad deformation.

In short, stuff I'd done previously ... and then redone previously. And this time it's done properly ... after a whole load more reading up and experimentation to find out what the hell "properly" actually was. This ... is the organic approach to modeling. The modeling done by someone who doesn't do modeling. It deals with small pushes forwards culminating in a far off strategic victory, and thus - global domination. After all what is the point of being a tinpot dictator, if you can't be tinpot. Surely one for Philosiraptor.

Whilst this all takes a great deal of elbow grease, the results aren't particularly good in a screenshot, so you'll just have to take my word for it when I say I've been doing all of this ... and not just playing annoying PuzzleBobble Soccer flash games - which I'm now firmly on the All Time High Score list for.

But the Interwebz demands pics, or something didn't happen, so here is not so much W-M-Ds as W-Min-Ds.


Cricket bat with a split in it held together with electrical tape.

Melee ... does the engine come with melee ...

Of course it does, it comes with everything ... everything which you can make - so I did.

Classic (and I use the term in the widest possible sense) FPS melee. Animation plays (via the recoil state no less - makes sure it doesn't get blended with other blends), delayed raycast (to take into account time for the swing back) goes out 2 metres along the eye vector, damage and impulse done to anything hit exempting self and weapon.

As part of my "bring player model up to speed" efforts, I'm including player gameplay attributes - which is probably the same thing really - and that of course means weaponry. I've gone for the old school approach of allowing the player to be "tooled up to the nines" with bags of weapons ... probably 20 in all. That's 2 weapons per numerical key a la HL2. SO I wrote a little script for that, trying to do it on the cheap. It worked fine, though someone pointed out that it's not networked - and whilst MP isn't really my thing, I did want to make nice script, so redid it so it'll work in multiplayer.

Also thoughts of finalizing my AI, something which I'll do once I've completed my player gameplay attributes.

In other news ... it's cold, someone ordered Winter ... it wasn't me. Also Chinese Haxxorz? On my Box? Apparently so, though the old Mark.1eyeBall nailed the suspicious files before AV or Defender got their act together. Eventually security agreed with me that something was wrong regardless of initially saying everything was fine which it clearly wasn't, until it tried to dial out to some spamsite in China.

Disaster averted ... only for some days later my file structure to corrupt. Retrieved ... I feel some nice new HDs coming on, and not the type I've spent 3 years complaining to Dell about. And if I'm going to have to install everything from scratch again - I might as well ditch Vista for W7. We shall see. Amidst all of this fervour bent over a keyboard, lack of benchpressing has turned shoulders to jelly and the first twinge of trapped nerve has reared it's ... I don't know, nerves don't really have heads ... but if they did it would have reared it. Hot water bottle down the jumper.

Didn't I promise you good folks Spam?

Mummzy has got a book out, first in years. Published on the cheap, you have to do your own cover - cue the BA Hons PGD in Fine Arts which I don't put behind my name because they look silly. Originally she wanted some sort of terrible Conanesque 1970s fantasy boobz-and-swords cover ... I managed to talk her out of that. Haven't plugged the old tablet in for a freehand draw in aeons - it's been all texture making recently. But good practise for my ideas of comicbook cutscenes/intros/etc.


Over9000 hours in MS Paint - honest

The publishers asked for a bleed, I gave them one, then they didn't use it, making the cover slightly off centre. [/RAEG]

Spamwich available from Amazon US or UK

[/end_of_spamwich]

Righty ... next up will be completing the player methods, sorting out some more weapons and tweaking the ones I've done. I'm up to 6 types at the moment. I'm thinking along the lines of keybinds sharing 2 types of vaguely similar weapon types:
1. Melee Weapons
2. Shotguns
3. Close Range Firearms
4. Rifles
5. AssaultRifle w/ GrenadeLauncher
6. Light MGs
7. Rocket Launchers
8. Energy, laser, sci-fi rifles
9. BFGs
10. ... er ... not sure. Grenades? Or I might put them somewhere else.

The there's a little case of remodeling all the other player/AI types, I've got one romper-suited, bunny slippered, comedy player model finalized, but the others require anywhere between redux and starting. And then bad guys of a scary nature ... and then AI sorting out, and the pathfinding tweaking. And then gameplay in the first level, and guis, and some other stuff.... and eventually a demo, just to get some performance feedback. Oh, and learn Fmod I guess. And ... you know the score...

--------------

Also, Ball of Fruity 6 is out - I have not purchased. Not because of any Interwebz Picket Line over the PC user getting a beating, but because I've been busy (read the above bit ... it details this stuff).

Now - this got me thinking:
If one of the leading PC multiplayer experiences has ditched modding ... will other 3A franchises follow? It could be that ... at some time in the future ... the only way to mod, map-make or customize ... may be with an Indy game.