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1/24/2012 1:18:59 AM
By RetroRalph
So I'm working hard on getting v0.970 out this week and have been doing a lot of backend stuff in preparation for it. Why? Well it introduces a lot of new things into RetroCopy that will help propel us forward into the future. I'll have more to say about some of that stuff over the coming days. For now here are some screenshots of the latest "man model".There is a small bug lingering in regards to Anti Aliasing failing to work when I have the shadows redrawn every frame that I still need to work out. Although the model itself is still rather static, it at least rotates now and gives you a feeling of perspective that was missing before. The scale of the grid from previous screenshots is 1 meter by 1 meter (a bit over a yard for you yankies ) . When looking at it without a man model I was thinking "this doesn't look like a meter, why is the scale so messed up? But I put this man in, which has dimensions of 180cm tall (6 foot) and roughly the size of a man and hey, it fits. The reason scale is important is all the graphics are going to be built to scale, arcade cabinets, etc. And since we are working with a lot of real world items it makes sense to have realistic dimensions in the 3D world too.As to why the guys face is "blank", is that some sort of indicator you'll be able to upload your own faces to your own avatars and run around kinda looking like yourself if you want? Maybe. Does anyone else have some cool ideas to add to the 3D world ?
dench wrote:
1/24/2012 3:56:55 PM
I love this! Customizable avatars are always a plus. Maybe there can be a cabinet editor that uses prefab parts. Or you could just import your own cabinet model and add a working "monitor" in the editor.
1/24/2012 4:06:20 PM
There also should be tons of customization options for the game room. glass windows round pillars curved walls guard rails ceiling lights ceiling fans ramps stairs posters You should be able to recreate the arcades made for 3DArcade with your editor.
Pepodmc wrote:
1/24/2012 5:09:07 PM
cool!!, but more emulated systems would be great too (in the future)
RetroRalph wrote:
1/24/2012 8:26:58 PM
I was thinking about customizable arcade cabinets recently. The hardest part is the "Screen" component, but really I could have a single arcade monitor that you can stretch and rotate to fit the cabinet you make or import. That way the hardest challenge is overcome.
DiDaDo wrote:
1/25/2012 3:56:52 PM
I think the look and feeling of it all is to realistic. Now don't get me wrong its great how you have done it.. But a more cartoon feeling like "Cel-shaded" animation makes it more logical with the emulator your making. And with that you don't have to make exactly a real life person to walk around in this world. (it could be pacman :D) Don't know how far your animating skills are but its just a thought
Ness-and-Sonic wrote:
1/25/2012 4:07:38 PM
The controls for rotating an object involve using a mouse wheel, right? That could use an adjustment. My computer has a touch pad, not a mouse. so there is no wheel. Think you could come up with a solution that doesn't involve using a USB mouse?
JTCPingas09 wrote:
1/25/2012 5:11:23 PM
I can't wait!
1/25/2012 8:04:48 PM
@Didado yeah I get that viewpoint about the look of it. Some want cartoon, some want ultra realistic arcades. Thankfully with shaders we can have both I think. The shaders will receive an overhaul soon, and each object in the game will be able to customized to some extent (different textures or colors on walls/columns/etc for a start). On top of that, maybe I can do a "cel shading" shader to get that cartoon look too. @Ness-and-sonic, mouse scroll is only default action for it. You can actually edit it to whatever buttons you want to use. "Zoom in" and "Zoom Out" also control rotation.
1/26/2012 12:26:27 AM
Yeah, that's what I mean, have one screen that fits all.
tary_boss wrote:
2/14/2012 8:17:06 AM
Good job! I love this!