Author : Lextripper


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odium's Avatar
Old (#51)
Yeah I made that one, but when I get home I need to rework it a tad as I forgot somthing... Bloody ears... :p None of my refs had them shown because they were covered so tightly but everybody always says the same thing, that it looks odd that way. So I'll likely do somehing even if its just in the bump.

1) The website is http://www.team-blur-games.com/overdose but we use http://www.moddb.com/games/overdose a whole lot more.

2) The video for stuff is nearly done, its just I had to leave early for my birthday week stuffs as my girlfriend had a death in the family, so I put it aside a little to spend a little quality time with her. I should be back onto that this week. With regards to the movement system, everything is in there, even crouch sliding under broken doors and what not, with weapon... the trouble is, theres not enough actual on screen animation to really support it just yet to really show it off. But the video does include lots of WIP media and animation and the like, both from first person and third person. All of thats in, and is usable in the various maps. The only thing thats really not in is the buddy up system, but that one needs to wait a ittle while longer as its more game code, something we are well into now.

2) Well, every player gets to pick their head, thats standard and changes remain over any class change. Thats the second change, the classes, as each class five per team) has a different model. The last is change is load out, as we have lots of different weapons and class specific gear, all of which can be changed with attachments at will, each having their own strengths and weaknesses, so each being something that works best at a given task. The good news is that every weapon is available right off the bat, and NEARLY every weapon to every class. That means medics can use shotguns for example, but rocket launchers is a bit of an odd choice. Attachments are unlocked over a series of progression based challenges, be it simply kill X people, or killing a certain way. We wanted to give the player at least some sense of progression in this area, so that he had access to every weapon in the game off the bat, but smaller tweaks like holo sights, silencers etc, would be more suited to a players play style instead. We want to give it a bit more focus on the player there, and a bit less on the "ZOMG NEW TOYS!!!" COD formula.

The way attachments work is via tagging onto different bones. Thats what allows us to have for example, a laser sight, or a silencer, all with the same animation set. Adding the pouches and things is a great idea, but sadly would require a lot more work on the animation side (Something we need some SERIOUS help with right now). The truth of the matter there is that the player animations atm all have standard model bones/skeletons up to the head, with an additional 6 for taggng flares, 2 for weapons in each hand, and a special bone for the random "tube" the field ops class has. Using this single rig we can animate every MP character, which cuts down on the workload a LOT (but isn't vital to the game working, just something we aimed for to make life easier). Heads on the other hand, have a series of small simple animations, and each have their own rig (due to different shapes, sizes and scales), and these range from simple phonemes for speach, to simple animation sets like blink, shout, scream, pain etc. In this case, the "head" model is tagged onto the "body" model, same as a weapon would be tagged into the hand. This allows us at least some form of coustomisation on that part.

Add that in with theme specific skins using .skin modifications (Black guy has black skin, when in a snow themed level add a different diffuse covered with frost, different d/n/s set for the body if you want etc) and you have, at the moment, a lot more possibilities. Doing this this way, its totally possible to actually remove surfaces that we don't need and not even render them at all. That includes pouches and things on the the models.

The only problem there is that this is a team based but also CLASS based game. That poses two challenges on the gameplay front. The first was quite rightly pointed out above; Spotting your team mates over the enemy. We solved that with a player lights, that don't make you glow in the dark to everybody in a 40 mile radius, but do allow quick spotting of team mates (NOTE: These lights and materials are totally dependant on if the player selects colour blind mode... Yes, we included that). But the second challenge is actually even bigger... How do you spot a Medic, over a Field Ops? Thats where the different looking classes come in. So adding more or less "things" and "stuffs" to those classes changes the silhouette and general outline of a class. So thats where it gets into murky waters, and we need to draw a fine line between allowing player to do what they need to make them look unique, but still allowing th game to function on a playability level.

But the heads are totally custom... As in, old school custom. As in, hey you don't like the ones we made? Then use your own. We have lose file loading in OverDose on pure servers, which allows you to upload new files (providing they meet a check list of requirements and don't overwrite any older materials). That means if you don't like the selection, and would rather add a Homer Simpson head to the game, go for it. Just don't be shocked when people start head shotting you a million times :p (Two points there, one, we have our own damage model, and head shots if done with a decent enough weapnon will NOT make you "down and waiting for medic" and will instead remove your face, swap the head model for a stump, and shower the area with brain, bone and eyeballs... Not to mention blood. Second point is that all models use a clipping model for impacts, and all use the same model there, to make it fair. Last thing you want is a certain player having a bigger head and being easier to kill).

Hope that answers a few questions! Ignore the typing, I'm on Carla's laptop, and its like typing with gloves on... With no hands.
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odium's Avatar
Old (#52)
Just put this together the last hour or so, was a fun little project. Was supposed to be like the Quake 2 Strogg Guards, but ended up looking way more like Quake 3's Visor:



Also, Joseph Silverman has made us a few amazing concepts for the Marauder weapons. Heres the first:



Heres a link to his awesome folio: http://catkilo.com/

Still looking for somebody to really do the weapon justice, so any takers, I'm all ears
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Ganemi's Avatar
Old (#53)
No circle strafe jumping, I take it?
Oh, Hey.
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odium's Avatar
Old (#54)
We have physics, and while the movements slowed down from that of Quake 3, you can still do tricks or sorts, plus with the expanded movement we have, it works great. You can, for example, crouch slide down a hill to build up speed, jump off the end and reach out to grab a ledge, to pull yourself up.

So, no, you can't strafe jump at 90mph around the level. But you can do so much more :p
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Old (#55)
Ah. I've been playing W:ET NoQuarter a ton, lately, and despite how infinitely fun and populated the server is, I can't help but feel like it's missing parkour elements that something like Urban Terror had. Which actually reminds me, are players going to be able to wall jump? I doubt it, for some reason.

Glad you're working so hard on a game that takes direct inspiration from a RTCW, a game with amazing MP. I hope you guys increase your numbers and/or contributors! After watching your videos, I can't help but feel you deserve it. :0

Also, where are you guys physically based out of?
Oh, Hey.
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odium's Avatar
Old (#56)
No wall jumps, its just not what we want to go down really... You add that and the game goes from one extreme to the other, and we ARE trying to ground this in reality a bit more. OverDose is a tiny bit arcade in that we don't allow instant kill shots at the like, same way really Wolf was a "tiny bit" arcade. We won't be quite as fast as Wolf, because we feel that games have evolved a bit since then, slowed down, maybe even taken a little bit more of a realistic spin on things.

So whle we do allow a hell of a lot for movement, its nothing your average soldier wouldn't be able to pull off. Unlike in COD, where I get met with a 1 foot tall cardboard box I can't leap over.

But wall jumps... They kind of conflict with that. They are a bit mor of a trick jump, bit more of a skill based thing. You don't see many people doing that in real life, and as Brink shows, it doesn't exactly add to gameplay at all... In fct, it just makes the game even harder to control at times.

As for where we are, we are legion. We are everywhere :p I'm based in the UK, our coder from Argentina, and everybody else is all over the shop. A true indie team :p

Heres a complete list of movement options:

-Walk
-Run
-Sprint
-Go Prone
-Crawl
-Jump
-Leap (Sprint+jump)
-Slide (Sprint+Crawl)
-Dive (Sprinte+Prone)
-Mantle onto/over low object (jump in front of object)
-Mantle over low opbject (Sprint into object and jump = slide over)
-Mantle onto/over high object (jump in front of object)
-Buddy help up low (Work with another player to help him up onto a higher ledge)
-Buddy help up high (Work with another player to pull him up onto a higher ledge)
-Buddy climb up low (Work with another player to climb up onto a higher ledge)
-Buddy climb up high (Work with another player to climb up onto a higher ledge)
-Hang (Hang from side of surface rather than climb up)
-Hang and move (move left/right)
-Hang and move forward (Grab a wire, and move forward)
-Swim
-Climb ladders

Think thats about it...?

Last edited by odium; 03-11-2012 at 04:05 AM..
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odium's Avatar
Old (#57)
Just did this one today... Quite enjoying these quick models. The ears are anything but perfect of course, I know... So shush :p

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Old (#58)
Made another head, wanted to do something a bit different. Yes the ears naff (again) but shhhh :p

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odium's Avatar
Old (#59)
Guys I have a question; A few people (READ: Two) have said that its just totally wrong that these guys have no eyes, at all... Totally ignoring the fact that they are A) Mutants and B) Extra selectable heads for a multiplayer game. A bous, as it were.

I've like to hear your thoughts on this? I don't mind making one or the other, in fact I was gonna make more traditional heads next anyway. But I was trying ot push the mutated and indeed mutilated side of these a bit more. But if its going to far and doesn't appeal, then of course I can tone it down.

Thoughts?
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Mr Smo's Avatar
Old (#60)
I don't mind the faceless / eyeless heads. fits the mutant theme well. having said that i think they could use maybe abit more metal in there - like with your mutant visor guy, a few feeding tubes or puss draining tubes might add abit more yuck to them

awesome work though, I'm looking forward to this, best of luck!
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ImperialDan's Avatar
Old (#61)
Removing the eyes really dehumanize them. So they look more like mindless cruel monsters than humans with feelings and reason. I think that's what you want, and I think the feeling is great and you pass it very well.

I would even push the dehumanization concept even more with the ones with eye(s). If you look at the last one you've posted, you can feel him thinking. You can feel there is some kind of intelligence in his eye. I don't know if it's what you wanted to, bu it seems to be a "clash" with the ones without eyes/face, who are more "mindless". Maybe can try some different textures in the eyes, to make this one as dehumanized as the other models.

Last edited by ImperialDan; 03-13-2012 at 06:29 AM..
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odium's Avatar
Old (#62)
Might try making his eye glow, might look a bit better there. They are certainly not mindless creatures, but not on the same level as the humans would be, if you get my meaning.
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ScudzAlmighty's Avatar
Old (#63)
just replied to this last pic in waywo but I'll copy paste it here:

Quote:
Originally Posted by odium View Post
Made another head, wanted to do something a bit different. Yes the ears naff (again) but shhhh :p

hey man, just curious but what are these patches supposed to be made of? In the context of the head I feel like they should be skin, bits of somebody else's face, but the way you've done the stretching and colour they just look like leather patches. If they're leather its fine (could use a higher spec level though) but if it's skin it should really be more like this.


as far as No Eye's, I didn't even notice so it's probably not a huge deal either way. Personally I find them scarier without as the less human they appear the less ability you would have to reason with them and mindless killing (eating) machines are scary as all fuck.

that's also why Romero zombies are better than Angry Rage zombies
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odium's Avatar
Old (#64)
It was supposed to be skin, but yeah I do see how it looks more like leather... Then again, you tan skin to make leather :p
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Old (#65)
Yes,
yes you do...
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odium's Avatar
Old (#66)
Half my brains like, thats just... what the fuck?

The other halves like *save to inspiration folder*

Bugger me being a games artist is wrong at times lol...
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odium's Avatar
Old (#67)
I really don't know where to go with this one. I was gonna try hair but I keep cocking it up, meh... I even thought of a tiny little fat or something...

WIP:

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ae.'s Avatar
Old (#68)
hey odium its seems that your really rushing all these heads im not sure its because you have a deadline to meet? but seeing as this is for your game i would try to take my time and really push a good design.
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odium's Avatar
Old (#69)
Not rushing anything, really. The last few were one hour models, not to rush, but to get my workflow down quicker in a time I didn't have much to do myself.

This last one, I'm stumped as to where to go, hence why I offered it up for ideas, and hopefully can get some.

Things like material definitions etc I can fix up, and I'm gonna try and get that flesh on the other one either A) looking more like flesh or B) if its easier looking like leather.

Certainly not trying to rush, but am trying to be more speedy :p But I can of course go back and fix up anything spotted, no problemo :p
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Psyk0's Avatar
Old (#70)
You're doing fantastic work, but i would like to see improved anatomy on most of these heads, especially the humans, they're not quite there yet and it brings down the quality imo because i keep focusing on features that need to be fixed. The humans have an odd "doll head" feeling, that's the best way i can describe it XD. Keep on kicking ass!
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daphz's Avatar
Old (#71)
I think you've mentioned this before yourself, but those ears need some fixing. I think you could tweak the white face paint a bit too, so it looks like it's been smeared on quickly with a gloved hand instead of looking neatly airbrushed on. Or if i'm totally wrong and it's supposed so be dead skin, it could use some gross blues greens/yellows and purples in there.
This is an awesome project! it's cool to see your progress/planning.
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odium's Avatar
Old (#72)
I'd be hugely thankful of any paintovers with regards to scales and things that are making these things look like doll heads so I can fix things up or at the very least sort it for the future.

I'll try on the ears again for next time, I do suck at ears. And the paint, i'll try a bit more there, make the blend less soft.
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ae.'s Avatar
Old (#73)
Hey Odium,

Its always good to concept out what you want to make before you actaully make it,so you dont have to do it as your going. but just want to see if these are just being made for fun or they will be in your project?

Seeing as how you present yourself i would think the quality of your material is most important, i wouldn't release these into overdose because the quality bar is not very high compared to some of the other assets you have in there.

As Psyko said most of the heads just look like doll heads due to the fact the anatomy is off.

been following this project last couple months and im impressed by most of the work keep it up and take what you do with your environments and apply them to your characters quality wise

cheers man sorry cant really give you a good critique im not that great with characters myself :P

Quality bar:


Last edited by ae.; 03-14-2012 at 09:54 AM..
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odium's Avatar
Old (#74)
Its worth noting these are not forced heads in any way, every class model will have its default "head" and then you can select another of your choice, but thats up to you. Bit sad that these are so poor I shouldn't include "any" of them, mind you. Maybe its just me, and by all means smack my arse and call me a fool, but I dunno if the quality is THAT much lower than the other heads that I never made:



But alas, I'll see what I can do, but like I said before, would bloody LOVE somebody to paint over why these are coming over so "doll head" like, so I can fix up the scales and stuffs, would help a load.
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ScudzAlmighty's Avatar
Old (#75)
k, I've done a quick paintover of your clowns(you sick bastard) ears to give you an idea of what's off:


from what I can tell most of the problems are in the general volume's and how the Helix and Antihelix flow, anatomy of an ear.
Are you using the same base for all the heads? one thing that stands out is that the ears look the same on all of them (from the angle you posted) and that in all of them the lobule just kind of tapers down into the jaw. While this is certainly true for some people it's just as common for it to protrude and inflate
it would help to see your topology to get an idea if your edgeflow is fighting with the shape or not.


I've got some thoughts on the other heads but not enough to do anything about yet, though one thing that really stands out is the general face to forehead ratio on the white guys there.

hope that helps some.
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