qolelis on 23/11/2010 at 18:40
Quote Posted by LarryG
Somehow I knew someone would say that!
:cheeky: The skull on its own still looks better without the lower jaw, though (just to make that clear).
Quote Posted by LarryG
I suppose the magical animation is enough explanation of why it didn't fall off.
Yeah, that was what I was thinking - and a walking (and talking?) skeleton look better
with a lower jaw.
Quote Posted by LarryG
I was thinking of having a skull with a jointed jaw as an oracular object, maybe I'll make the the AI's jaw jointed too.
I was going to suggest that the skeleton AI could rattle its teeth (plus sound effect (for example like one of the cenobites in
Hellraiser, but maybe faster)), but I thought that that was maybe to much to ask. So yeah, a jointed jaw could work.
Which exactly are the differences between male and female skeletons? Could you possibly exaggerate those differences? What about making them walk differently?
Yandros on 23/11/2010 at 20:13
Wow Larry, that looks fantastic! Makes me want to update Dance with the Dead with your model. As for the polys, static objects generally will crash Dromed when they get in the 1800-2000 range, so obviously AI are allotted a lot more, which is great to know.
Melan on 23/11/2010 at 20:36
Quote Posted by LarryG
It can't handle that many polys in static objects, but for some reason AIs get to have lots more polys than static objects. :confused:
Whatever quirk of the engine is responsible, we should not be complaining. :D
LarryG on 24/11/2010 at 02:02
Quote Posted by Yandros
... As for the polys, static objects generally will crash Dromed when they get in the 1800-2000 range, so obviously AI are allotted a lot more, which is great to know.
Yeah. I'm having trouble now with my replacement for skelc2. It's too many polys now that I've changed the hips and ribs and skull to look better in the skelton AI. :nono: I'm going to have to muck with it some more and make special parts just for it. I think that's the worst of the original objects for which I plan to offer up EP replacements. The whole skeleton objects (skeleton and skeleto2) can be replaced by a posed corpse using the skeleton AI as there is no way I can get the polys down enough to have a whole skeleton as an object. As it is, skelc2 is a right challenge with its current 2416 polys. I need to reduce that by about 700. Wish me luck!
Nameless Voice on 24/11/2010 at 02:10
Why 700? My EP rule is "so long as it doesn't crash BSP or DromEd, it's simple enough." - especially for something as complex as the skeleton. Go for 1400 if you can get away with it.
LarryG on 24/11/2010 at 02:29
:erm: 700 less from 2416 is 1716. That's my rough target. If I can get away with more I will do so, but I doubt I'll be able to do much better than that.
LarryG on 24/11/2010 at 05:51
skelc2 VICTORY! \O/
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It has more polys than I thought Dromed would like, and less definition than I would have liked, but it works in-game. I think I want to do a little more texture work with this one to compensate some for its character (read modeling) flaws. But at least it works.
Nameless Voice on 24/11/2010 at 10:03
Quote Posted by LarryG
:erm: 700 less from 2416 is 1716. That's my rough target. If I can get away with more I will do so, but I doubt I'll be able to do much better than that.
Oh, oops. I misread your post and understood that you wanted to reduce the polies
to 700, rather than the far more reasonable
by 700!
LarryG on 29/11/2010 at 07:05
I think I have decided, after all is said and done, that I don't like the darker bone textures. So I will only be providing that set with the objects. I just don't want to provide something I personally don't like. If anyone wants to darken them up or otherwise recolor them, go for it. But it's just not for me.
That said, I should get all of this packaged up to post here in a day or so. Meanwhile, here are two skeleton families, jawless and jawed.
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LarryG on 30/11/2010 at 07:17
I think bonepile is the last of the replacement objects. I'll see about packaging this all up next.
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