December 14, 2017, 09:58:55 PM

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 11 
 on: December 02, 2017, 04:36:08 PM 
Started by illidan - Last post by illidan
dragon prince


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 12 
 on: December 01, 2017, 10:51:16 PM 
Started by devast3d - Last post by olly
Very exciting time as looks and feels like Dark Omen and can't wait for the combat phase.

 13 
 on: December 01, 2017, 09:44:21 AM 
Started by illidan - Last post by illidan
archers

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 14 
 on: November 30, 2017, 07:34:24 PM 
Started by devast3d - Last post by EvgenS
melee slots and models allocation in combat

It's been awhile since the last update on the DOR progress and some might have thought that the project was abandoned but it is not. On the contrary, the project has nearly reached its very important milestone - the combat mechanic implementation which appeared to be quite a complex issue right from the start. Units allocation in melee raised many questions: how many unit's models should get into melee contact, how to arrange them porperly, how to arrange all of these in multi-units combat, etc.

Current result you may see in this video https://www.youtube.com/watch?v=EsFkx-sp-F4

There are still many issues to solve left but I'm presonally very exited and eagerly looking forward for DOR combat implementation


 15 
 on: November 30, 2017, 02:03:19 PM 
Started by mattressses - Last post by olly
Excellent!

 16 
 on: November 30, 2017, 02:54:03 AM 
Started by mattressses - Last post by dougie
I've worked out SEQ files  Smiley, here's a quick look at
what they do:

0.seq is used by all characters(in talkie scenes) and 126.seq,
and 0.key

126.seq is for mouth movement, these are the only three files needed for most cutscenes, could
be all. in-game characters use other files(like orcs on level 2)

SEQ files contain lists of keyframes,
a keyframe is a state a character(like Burnheartd) can be in.

The second byte in a SEQ file is the number of keyframes in the first
animation set, 0F in 0.SEQ
Code:
0F==15 frames,
each frame is 4 bytes so: 15*4 bytes in the first animation set:

40 0F 05 01 00 00 03 04 14 07 03 00 24 17 05 00 00 00 05 00 00 00 05 01 00 00 03 04 14 09 03 04 14 07 03 04 28 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 0F 00 02 00 00 00 08 00 00 00 0F 0A 02 00 00

Each animation set is defined by a number(length in frames) such as
0F or 0B, and there are something like
28 sets in 0.SEQ, this number occurs after each previous set

types are:
"zero five" entries:
05 01 00 00 - eyes texture open(01 for open)
05 00 00 00 - eyes closed(00 for closed)

"zero three" entries:
these are for head and body rotation
03 04 14 07 - tell character to rotate to key 7 in 0.key
03 04 XX 02 - rotate to key 2 in 0.key
03 04 XX 07 - XX is an acceleration value, greater values cause rotation to be slower

the second byte is almost always 04, or 00, I haven't worked out what it does.
If the third byte XX is 0(0 acceleration), no rotation will occur for that key frame.

"zero A" entries:
0A 02 00 00 - causes mouth to start talking, audio+animation, using 126.SEQ

"zero 6" entries:
these are for mouth
*they only occur in 126.SEQ file like I said, that file is for mouth
06 11 00 00 - oow mouth
06 06 01 00 00 - mouth state
06 02 00 00 - mouth state
06 10 00 00 - mouth state

"zero 8" entries:
These are found at the end of each animation set:
08 00 00 00
they seem to cause that particular set to loop if that set was started.

"zero 2" entries:
02 00 00 00
These are also found at the end of an animation set like 08, I haven't worked out what they do.

That's most of the different keyframe types.

Each animation set is defined by a number of frames in
that set, e.g. 0F for the first, 07 for the second, 0B 3rd if you
look at "0.SEQ":
Code:
40 0F 05 01 00 00 03 04 14 07 03 04 14 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 14 09 03 04 14 07 03 04 28 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 0F 00 02 00 00 00 08 00 00 00 07 0A 02 00 00 03 04 0A 05 03 00 0F 04 03 04 0A 01 03 04 0A 02 02 00 00 00 08 00 00 00 0B 0A 02 00 00 03 04 14 03 03 04 0F 04 05 00 00 00 05 01 00 00 03 04 14 05 03 04 14 06 03 04 0A 01 03 04 0A 04 02 00 00 00 08 00 00 00

 Smiley

 17 
 on: November 26, 2017, 01:57:15 PM 
Started by illidan - Last post by olly
Amazing! I've been shuffling the xslots to make room for these new High Elves. 

 18 
 on: November 26, 2017, 11:02:00 AM 
Started by illidan - Last post by illidan
in game seaguard

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 19 
 on: November 25, 2017, 02:03:39 PM 
Started by illidan - Last post by illidan
seaguard


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 20 
 on: November 25, 2017, 09:59:14 AM 
Started by illidan - Last post by illidan
nouveaux lancier elfes


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