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FBA system for 3D?

User is offline   Bloodshot 

#1

Is it possible to implement a Full-Body awareness system for Eduke like DNF? I think that could be pretty interesting.
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User is offline   Micky C 

  • Honored Donor

#2

What do you imagine it would be like? Even if someone managed to make something that imitates to some degree a full body system, I'm not sure that it would look all that good, and what you could do with it would be very limited. Eduke32 doesn't have ragdoll physics or anything, any animation that the body would have would have to be done manually by the person who made the model. I think there may be a mod in the works which has fake full body awareness, but it won't be for vanilla Duke, and I certainly don't think it'll be out for a while, if ever. I don't think we need full body awareness either, I mean anything you'd want to use it for, DanM and Muesla have already pulled off in various DNE cutscenes.

This post has been edited by Micky C: 19 January 2012 - 04:29 PM

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User is offline   Master Fibbles 

  • I have the power!

#3

Eh, FBA is kind of "meh" even in modern games. Sure, it is cool that you aren't just a floating gun but looking down and seeing the feet float over the floor when you turn and things like that. I know that at least the DNF FBA is kind of anticlimactic. I'm not sure if other games have better FBA.
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User is offline   Mblackwell 

  • Evil Overlord

#4

There is no "system" but it's possible to emulate it in various ways yourself.
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User is offline   Jimmy 

  • Let's go Brandon!

#5

It'd be easiest and most believable when using models, but it's definitely possible.
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User is offline   Micky C 

  • Honored Donor

#6

Well sure it's possible in one form or another, but at the end of the day nobody's going to do it and it's just another idea thread.
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User is offline   thatguy 

#7

Outside of BUILD i've made them using models with animations and linking the camera to the skull bone. Creates an amazing effect, but sometimes the use of it can be done badly, like making the movement sluggish as hell and the transition between running and walking or crouch and jumping SLOW. A lot of games do it real well, like Halo. The model itself doesn't effect movement but the fact that you can see your feet gives you a bit more feeling of awareness.

One game that does it okay is Dark Messiah, that game's movement and everything is attached to the FBA system....though its sluggish at times and feels unnatural since we aren't given the feeling of muscle tension and so on.

in terms of doing it in Build....I think its pointless. You can't look all the way up and all the way down anyways (well at least by default) so you never notice it. If you are doing it for movement sake, you can easily use CONs to make the movement seem a lot less mechanical and natural by simulating direction and how fast you start moving in another direction depending on the angle change. Who knows, the idea is there, but is there are reason to use it. Your choice.

Off topic: Here's a tech vid of my FBA for a game competition. (didn't finish in time, to big of an idea based on the deadline). Suppose to be a browser game with first person mechanics and immersive techniques while fitting the 'casual' market. Also has a subtle idle breathing animation.
http://www.facebook....v=1789770352473

let me know if you can't see it.

This post has been edited by s.b.Newsom: 19 January 2012 - 07:16 PM

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