Multiplayer BOD mod in a new engine.

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Sir Random
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Postby Sir Random » Thu Sep 01, 2011 3:43 pm

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by prospero</i>

That's OK if you want first-person point and shoot. [:)]

To my mind, the main thing that raises BOD above all others is the combat system. If a new engine can't replicate this, then I for one would sooner stick to the existing engine.[:D]
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
Yes, but the idea is to try and replicate the BoD combat system in a new engine, ignoring any first-person system.
Getting the models and animations working is the first step, then scripting the enemy AI to try and match the BoD behaviour patterns. It's not an easy task, but worth having a go.

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Postby IrateGiant » Fri Sep 02, 2011 6:01 pm

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Sir Random</i>

The tesselated models look really nice, but tesselation only smooths out existing shapes, it doesn't 'add' any detail. Maybe we have different concepts of how BoD should look in a new engine.

My visualation of an updated Blade world is something like this:
http://www.youtube.com/watch?v=MGf0oGGGQqQ<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
I was thinking about new engines and I see that cryengine 3 it´s free! Can be used for BOD?

http://www.crydev.net/dm_eds/download_detail.php?id=4

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Postby Argoon » Fri Sep 09, 2011 7:25 pm

hey guys here i'm again, i have no new things to show because i didn't worked on them, lack of will. :( But i'm posting to say Harrison YOU ARE THE MAN!!! i love you! (in a manly way mind you).

Now about the engine, we need to choose one and stick with it, and no i don't think Cryengine 3 or UDK or Unity (even though i love unity) are the ones. What language are most BOD modders used to? Python, so we need a engine that support this language or something similar to the Python dialect, like for example Boo, NeoAxis supports a Python like language but all the others i mention or don't support this type of language or you have to pay big money to be able to fully use it (Unity). BUT the Doom3 engine even though don't support any other script language them a C++ like dialect, can be a really important choice, why, Because the SOURCE CODE will be released this year after RAGE, this means we will have liberty to change the engine inner guts to our needs if we want it.

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Postby Tomash » Fri Sep 09, 2011 10:06 pm

Hi Argoon. Don't worry about Python. Actually the core of BOD is several DLLs and python part of the Blade's source is just a great wrapper. I'm sure that it's possible to make wrapper like this for every engine if it exports its functions.

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Postby Argoon » Fri Sep 09, 2011 11:55 pm

Them forget NeoAxis and lets work with idtech 4 engine (Doom 3 engine) instead, seams to be a good choice, first it has all what we love about the BOD graphics and more, second it is supported in all new OS's including MAC and LinuX and because of the source code can be made to support virtually any OS, what this means?, it means that the engine can be easily updated to work on future Windows OS's.

And look some guys already made a 3r person ack and slash mod for idtech 4. :D

http://www.desura.com/mods/ruiner

By the way, is it possible to make a voting pool on this forum?

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Postby Ianna Keeper » Sun Sep 11, 2011 8:48 am

I vote for cryengine 3 since it's cutting edge tech which creates bigger community. I believe doom3 is not good choice. Most of doom3 mods are suffering from lack of manpower. Although source will bring some fresh blood, it will not be enough to create big project like this.

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Postby Argoon » Mon Sep 12, 2011 5:21 pm

The idtech 4 engine is also cutting edge technology (and with the SIKMOD it can even rivel Crysis 2 in looks), You are also forgetting that what is important about it is that we will have the Source Code for the engine (if we add the source code of the Blade engine we wouldn't have the necessity for this thread), and so the ability to change it to our hearts delight. But the Cryengine 3 SDK just like UDK makes us dependent on the developer updates and that is not good, we don't know what the future will bring, who knows if they someday decide to stop updating the SDK's or take them down? We don't know, so is better to play safe.
About man power, that is a problem even on very popular engines, only a small fraction of people sticks till the end of the mod development, and almost all Cryengine mods are a 1 or 4 people teams, yes they are more them the Doom3 modding community but they are also to much deluded in a bigger number of mods, what i like about the Doom 3 modding is that all TC's available are much more complex and different them the vanilla game them any Cryengine 2 or 3 mod.

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Postby Cuthberth » Fri Oct 07, 2011 9:00 pm

idtech 4 is a very good choice and soon will be released the source code after the release of rage (today)

"At the QuakeCon 2009, Carmack said that he planned to petition ZeniMax Media to release the id Tech 4 source upon the release of Rage.[6] As part of his keynote for QuakeCon 2011 he confirmed that the source code to Doom 3 will be out by the end of the year, after the release of Rage."

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Postby sfb » Mon Oct 10, 2011 12:05 pm

Hey Guys,
Just registered to say that i really hope this gets off the ground. After Elveon was canceled i really thought that was it for a new take on this game. But now that i've stumbled across this, well it's like a dream come true. Anyway i'm not a modder so i doubt i'll be able to contribute much to this thread, but i do know a lot people still play this game and regard it highly. So i wish you guys the best of luck for this project.
cheers

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Postby Harrison » Mon Nov 14, 2011 7:13 pm

Hi all!

I have made the Barbarian model (with "Origin" bone) and some animations in 3DSMAX (Release 9.0, 32 bit) for the Doom3 engine:

http://uploading.com/files/56f44121/MAX ... _Doom3.rar

But I still don't have PC with required hardware in order to test the model and animations in Doom3. Therefore I ask to Sir Random and others to test these animations.

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Postby Sir Random » Tue Nov 15, 2011 3:57 am

Hi Harrison,

I'll test the model in Doom3 tomorrow and see how it behaves. The relax, walk, and attack anims are just what I need for testing, thanks for your hard work.

I'm playing Skyrim now, and this would be an excellent engine for Blade (Gamebryo).

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Postby Trinitron » Tue Nov 15, 2011 5:39 am

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Sir Random</i>
I'm playing Skyrim now, and this would be an excellent engine for Blade (Gamebryo).<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
I'm playing in Skyrim too, really be fantastic game. Game reminds Dark Messiah of Might and Magic, only with enormously big distances of a world/locate.[:p]

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Postby Cuthberth » Tue Nov 15, 2011 3:46 pm

Look this mod of doom3

http://www.youtube.com/watch?v=6X1Pr0cErJk

and for quake 4

http://www.youtube.com/watch?v=V-sUN8Fe ... re=related

the capacity of the engine is huge

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Postby Sir Random » Tue Nov 15, 2011 6:06 pm

Harrison,
I converted the new model and anims to .MD5 and put them in my test map but the mesh is messed up [:(]. I see you've added an 'origin' to the mesh, but it doesn't show up as the root joint in the .MD5 file.

Bar_N.MD5 Mesh joints:

Code: Select all

joints { "Center" -1 ( -0.7285948950 -2.0825241150 194.0021753250 ) ( -0.3836128425 0.3836127281 -0.5940045833 ) "Chest" 0 ( -0.7286001900 5.3650635450 210.5039691900 ) ( -0.4966146469 0.4966345310 -0.5033428192 ) "Head" 1 ( -0.7285632750 6.3025095450 280.1665592100 ) ( 0.4999999523 0.5000000476 0.5000000953 ) "R_Shoulder" 1 ( -9.6309843000 3.1315151400 253.4207439300 ) ( 0.0000031869 0.0000001862 0.9999881744 ) "R_Arm" 3 ( -46.3293278100 2.7744734250 253.4209728150 ) ( -0.6113227844 -0.1607184171 0.7494231224 ) "R_Elbow" 4 ( -54.6561634500 -1.9289238450 206.7907690950 ) ( -0.6163764476 -0.0489398908 0.7834635734 ) "R_Forearm" 5 ( -54.8906707650 -1.9664039550 205.8100998300 ) ( 0.6792247295 -0.0314678716 -0.7324697494 ) "R_Wrist" 6 ( -58.1964998100 -1.6594426500 161.8602633450 ) ( -0.1933009719 -0.5408612251 0.2754968643 ) "R_Hand" 7 ( -53.6395132500 -5.3937070350 145.5756568800 ) ( 0.0000000948 0.0000001080 0.7071067810 ) "L_Shoulder" 1 ( 8.1737694600 3.1315137000 253.4207224800 ) ( 0.0000002086 0.0000031950 0.0048641967 ) "L_Arm" 9 ( 44.8721237100 2.7744841500 253.4209585050 ) ( -0.1607185363 -0.6113226890 0.1970255851 ) "L_Elbow" 10 ( 53.1989550450 -1.9289072100 206.7907869750 ) ( -0.0489362001 -0.6163732528 0.0622026491 ) "L_Forearm" 11 ( 53.4334945650 -1.9663835700 205.8101177100 ) ( 0.0314667844 -0.6792245388 -0.0339333581 ) "L_Wrist" 12 ( 56.7393279000 -1.6594328250 161.8602633450 ) ( -0.5408606052 -0.1933009052 0.7708473205 ) "L_Hand" 13 ( 52.1823441900 -5.3937148950 145.5756711900 ) ( 0.0000000948 0.0000002634 0.7071068286 ) "R_Ass" 0 ( -19.2843604050 -8.6038713450 181.6279470900 ) ( -0.5176241397 -0.2034766197 0.7734479904 ) "R_Leg" 15 ( -24.7197189300 -13.6581344550 163.6344366000 ) ( 0.4804985046 -0.4917027473 -0.5075411319 ) "R_Knee" 16 ( -24.6351671100 -9.9904489500 96.6653394600 ) ( 0.2608529329 -0.2556482553 -0.6648549556 ) "R_Boot" 17 ( -24.7026286050 -6.6435642150 93.5605931250 ) ( 0.4965711116 -0.4348744869 -0.5651240348 ) "R_Foot" 18 ( -25.9921860600 3.0480991500 18.1662976650 ) ( 0.0000000968 -0.0000000454 0.7071068763 ) "L_Ass" 0 ( 17.8271806200 -8.6038641900 181.6279470900 ) ( -0.2034770965 -0.5176243782 0.3040408611 ) "L_Leg" 20 ( 23.2625269800 -13.6581287250 163.6344552000 ) ( 0.4917021751 -0.4804991722 -0.5193750858 ) "L_Knee" 21 ( 23.1779966250 -9.9904675350 96.6653466150 ) ( 0.2556486606 -0.2608518838 -0.6515909194 ) "L_Boot" 22 ( 23.2454359500 -6.6435570600 93.5605859700 ) ( 0.4348748207 -0.4965708732 -0.4949101924 ) "L_Foot" 23 ( 24.5349898200 3.0480870000 18.1663155450 ) ( 0.0000000319 0.0000000800 0.7071067810 ) }
All Doom 3 chars have 'origin' as root joint at (0,0,0):

Code: Select all

joints { "origin" -1 ( 0 0 0 ) ( -0.5 -0.5 -0.5 ) // "Body" 0 ( 0 0 49.46900177 ) ( -0.5 -0.5 -0.5 ) // origin "Body2" 1 ( 0 0 49.46900177 ) ( -0.5 -0.5 -0.5 ) // Body "Hips" 2 ( -0.1734426916 0.0747324303 49.4806938171 ) ( -0.5 -0.5 -0.5 ) // Body2 "Flamebutt" 3 ( -4.1659259796 -2.9549434185 51.3181686401 ) ( -0.5 -0.5 -0.5 ) // Hips "Lupleg" 3 ( 0.6002340317 5.5054349899 47.553604126 ) ( 0.6286746264 -0.113572225 0.1401890218 ) // Hips "Lloleg" 5 ( -1.0567989349 8.4965229034 25.1324481964 ) ( 0.53992939 0.3191007674 -0.3878624737 ) // Lupleg "Lankle_r" 6 ( -4.6853141785 10.8447065353 5.3701858521 ) ( 0.351169765 -0.074638769 0.446950227 ) // Lloleg "Lball_r" 7 ( -0.8613054752 12.8344841003 1.7588317394 ) ( 0.0014367885 -0.0009629726 0.5566369295 ) // Lankle_r "Ltoe_r" 8 ( 4.2980041504 14.9560279846 1.739533782 ) ( -0.000000028 -0.0000002492 0.5655089021 ) // Lball_r etc...
The origin needs to be top of the hierarchy, without affecting the animations.

I'll have another look at it later, but now it's <i>back to Skyrim...</i> hehehe [:D]

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Postby Harrison » Tue Nov 15, 2011 7:39 pm

Hi Sir Random and thanks for the test!

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">I see you've added an 'origin' to the mesh<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">

It's weird, I attached "origin" bone in the bones system, as a top of the hierarchy, not to mesh. Ok, I'll try again.


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