WIP: New medieval/fantasy style character named Angel

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3DGDA
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WIP: New medieval/fantasy style character named Angel

Post by 3DGDA »

Good morning!

We have launched new chracter production in medieval/fantasy style named Angel.
He will have base cork skeleton, so it will be compatible with Torque Motion pack!
Of course, this character will have LOD's and standard next-gen texture set.

Here is WIP screenshot. Yes he doesn't have wings for now - it is fixable ;)

Image

Continuing with other works now in progress...

Medieval destructible props pack includes 2 objects already.
Here is the latest one - throne.

Image

Image
Want more? Just visit www.3dgda.com and ask at support@3dgda.com
Last edited by 3DGDA on Fri Mar 28, 2008 12:56 pm, edited 1 time in total.
BlindSide
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Post by BlindSide »

Please have the decency to atleast change "TGEA" to Irrlicht or something. Aside from that, nice chair.
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3DGDA
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Post by 3DGDA »

@BlindSide: yep, no prob. Sorry our mistake.
Anyways all theese models could and I hope would be exported for Irrlicht. Thank you for comment!
Monochrome
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Post by Monochrome »

Please tell you're releasing the low poly version of that throne for free :p
wyrmmage
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Post by wyrmmage »

how exactly are they 'destructible'? Is the chair made up of separate objects so that they can be broken apart?

Thanks :)
-wyrmmage
3DGDA
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Post by 3DGDA »

@wyrmmage:
Each object has two model files, the first - is normal standing object, and the secobd - is a number of pieces for engine to emit. Unfortunatelly we haven't a programmer in our team, so we hope such structure will be enougth to implement destructible object. :D
Halifax
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Post by Halifax »

3DGDA wrote:@wyrmmage:
Each object has two model files, the first - is normal standing object, and the secobd - is a number of pieces for engine to emit. Unfortunatelly we haven't a programmer in our team, so we hope such structure will be enougth to implement destructible object. :D
Can we see a picture of at least the scattered parts?
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3DGDA
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Post by 3DGDA »

@Halifax: Of course! Here is the latest video preview of how it is working in some other engine.
Image

And scene screenshot
Image
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Post by Virion »

Here is the latest video preview of how it is working in some other engine.
is that kaneva :D
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Halifax
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Post by Halifax »

Wow, that looks pretty cool, and I would venture to say that's in the TGEA engine. It looks like a standard character that is used in almost all TGEA demos.

And I have to say, this finally gives me some insight into how modelers actually produce breakable meshes. Thank you.
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wyrmmage
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Post by wyrmmage »

ah, ok.
Looks cool :)
3DGDA
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Post by 3DGDA »

Thank you!
That is TGE with our character also avaliable in our store, named Baseman Armour.

We are interested in porting such objects to Irrlicht, but we are only artists, not programmers at all. So, if anybody could help us - we will provide all materials for testing. I think we could do it as a separate executable Irrlicht demo...any advice?
Halifax
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Post by Halifax »

3DGDA wrote:Thank you!
That is TGE with our character also avaliable in our store, named Baseman Armour.

We are interested in porting such objects to Irrlicht, but we are only artists, not programmers at all. So, if anybody could help us - we will provide all materials for testing. I think we could do it as a separate executable Irrlicht demo...any advice?
Sadly, unless you hacked it, you would need a physics engine, and Irrlicht. :(

But I'm sure some brave programmers would do it, for some free models... :twisted:
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Post by Midnight »

Halifax wrote:Sadly, unless you hacked it, you would need a physics engine, and Irrlicht. :(

But I'm sure some brave programmers would do it, for some free models... :twisted:
you don't need physics if you simply animate the destruction in.

it's done that way in savage and savage 2 and many other games.. even games with physics so that physics can handle ragdoll and bullets better or to escape the physics engine and use homebrew.
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