3D Characters?

Started by , Wed 24/03/2004 00:02:46

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Doringo

Hi all,

I'm currently in the early stages of pre-production of a new adventure and as part of that process I'm looking into various existing game engines to figure out the possibilities. I've been toying a bit with AGS and found it to be extremely flexible. I even made a proof-of-concept small demo with fully customized GUI's just to see how professional a game built with AGS could look.

My initial intent was to use 3D characters over 3D pre-rendered backgrounds. I see no problem with the backgrounds in AGS but I didn't see anything to support 3D characters.

So what I'm asking is this:

1. Can I use 3D characters in AGS?

2. How far does AGS go? Is it possible to create something like Syberia with AGS? If not, why? What does it lack?

Thanks,
Dor.

Darth Mandarb

1) You can definately use 3D characters, though you'll be using them in a 2D way.  You'll have to import each frame of the character's animation into AGS in a BMP (or other supported) format.

You can't import them as a 3D object though.  You'll have to pre-render everything, then import.

2) I should think you could create something like Syberia.  I think, and I've been using AGS for over a year now, that the only real limitation is your imagination and ability :)

Good luck and welcome!

~ d

TerranRich

Why does it lack? Because it's only a guy in his 20's with a full-time job living in England (of all places!) doing this for free.

:)  But it doesn't lack!!! :P
Status: Trying to come up with some ideas...

Doringo

Thank you very much for the info.

terranRICH: Believe me, I have nothing but appreciation to CJ's work. I'm a programmer and software engineer myself and I know what it means to actually code such a project and keep supporting in over time.

Mandarb: Regarding your suggestion of importing the separate frames of an animated 3D character, will there be enough slots of views + loops + frames to actually create 3D fluid animation for all characters in a game? We have multi-directional walking animations, multi-directional talking animations, additional special character animations (part of them multi-directional as well), object animations... Is there enough slots for all of them?

One more question (and a bit off my own topic), is there a way or are there any tips on how to organize the code in a manageable way? I mean, I would love to create classes in separate files and so on but the AGS script language is C-like and does not seem to be object oriented. In addition, there is only the global script and header and the specific rooms, nothing more. I barely started and my global script is close to 1000 lines of code with all the GUI customizations. Also, I can't even keep them open all at once. I must close one to see the other and it's extremely uncomfortable. Are there any tips I can use in that regard?

Again, thank you very much for the help.

Radiant

Kind of. In the top menu bar, below 'edit global script' are a number of options that let you edit parts of the global script. As of the latest beta you can customize which parts that would be, by moving certain #sectionstart and #sectionend lines around in your code (I'm not sure if that was intented by Pumaman but it does work that way :P )
Also you can use structs, and you can add member variables to characters, objects and invitems. It's not OO but it comes close.

Darth Mandarb

#5
Quote from: Doringo on Wed 24/03/2004 10:08:49Mandarb: Regarding your suggestion of importing the separate frames of an animated 3D character, will there be enough slots of views + loops + frames to actually create 3D fluid animation for all characters in a game? We have multi-directional walking animations, multi-directional talking animations, additional special character animations (part of them multi-directional as well), object animations... Is there enough slots for all of them?
Well, you have down/left/right/up and down left/up left/down right/up right with 20 frames max each.  Then 8 extra loops that have 'no special purpose'.  And that's per view, I kept clicking Add New View and got to 200 before my hand got tired!  So there's more than 200 views available.  I can't imagine you'd need more than that :)

I'd love to see a game that pushed the MAX number of views/objects/characters.  Talk about detail!

EDIT - I typically only use 8 frames for each direction of animation (walking), but you have up to 20 which is, in my opinion, more than enough to create fluid walking motion!  Also, if it's a LONG object animation you can always click 'run the next loop to make a long animation' giving you another 20 frames (and these can be daisy chained if you will to make it even longer!)
~ d

Alynn

If you push F2 it will show you how many of sprites/guis/buttons/views you have and how many you can use total...


And for Views it happens to be 400.

TerranRich

Quote from: Darth Mandarb on Wed 24/03/2004 20:58:38EDIT - I typically only use 8 frames for each direction of animation (walking), but you have up to 20 which is, in my opinion, more than enough to create fluid walking motion!  Also, if it's a LONG object animation you can always click 'run the next loop to make a long animation' giving you another 20 frames (and these can be daisy chained if you will to make it even longer!)

BUT, you can't do that if it's a walking animation! Keep that in mind. Walking animations MUST use 0-7 in the correct order and placement for it to work. :)
Status: Trying to come up with some ideas...

Doringo

Quote from: terranRICH on Thu 25/03/2004 01:36:37BUT, you can't do that if it's a walking animation! Keep that in mind. Walking animations MUST use 0-7 in the correct order and placement for it to work. :)

Could you please elaborate a bit on this? What exactly are the implications? Can't I use a walking animation that is more fluid than 8 frames?
If so, my guess is that it's limited to the auto-walking mechanism. Am I right? Can I still override the auto-walk and set the view and animate myself each time a walk is requested, using a view longer than 8 frames?

GarageGothic

#9
I'm pretty sure that I have it working with 12 frames for each direction, but I might be wrong. If it's only 8 frames it sure looks smooth anyhow (and I'm using prerendered 3D characters as well).

Edit: Oh, I think I know what terranRICH meant. He meant the loops, not the frames. Each direction can only be one loop, not multiple tied together. Still, that's 20 frames per direction.

Doringo

Quote from: GarageGothic on Thu 25/03/2004 09:39:35
Oh, I think I know what terranRICH meant. He meant the loops, not the frames.

You're probably right, it makes much more sense. And 20 frames per direction should be more than enough I think.

I've been searching the net for a pre-rendered 3D character for testing everything myself (and not bother anyone in the forums with it...) but I could find one. Does anyone know if (and where) I could find such a thing? I'm talking of eight-direction walking loops of a pre-rendered 3D character. I don't really mind how the character looks like since it's for the purpose of proof-of-concept only. I'm not sure if it's important but I do use 16-bit color. Kate Walker should be a great test case as a pre-rendered animation...


Darth Mandarb

#11
[ quote ]
I typically only use 8 frames for each direction of animation (walking), but you have up to 20 which is, in my opinion, more than enough to create fluid walking motion!  Also, if it's a LONG object animation you can always click 'run the next loop to make a long animation' giving you another 20 frames (and these can be daisy chained if you will to make it even longer!)
[ /quote ]

I meant to imply that if the animation isn't for a walk cycle, it can be really long!

Sorry :)

The first 8 loops (0-7) are for the walking directions:
Loop 0 = down
Loop 1 = left
Loop 2 = right
Loop 3 = up
Loop 4 = down right
Loop 5 = down-left
Loop 6 = up-left
Loop 7 = up-right

So loop 0 should only contain the frames of the character walking down, and so on.

~ d

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