L
Lu-Tze
Guest
HL2 : The Fighting MOD (Oh Do Kwan)
Gabe expressed an interest in people doing this for HL2, i've been thinking about the logistics of it the last few days.
If any teams are currently thinking of this project, please drop me a line and clue me in. I fnot then I guess i'll get a fair few people expressing an interest to join in here.
The main deal is how interactive models can be, I assume from Gabes interest in the matter that models can move to within touching distance of each other and break each others player boxes easily. I also assume that there is reasonable collision detection in place so that characters can fight properly.
Now, the important part. Models are the most vital part of this MOD. The actual programming part behind it should not be too difficult. Damage by area is already included AFAIK and collision detection should tie in nicely with this. The models however will each need a HUGE suite of animations to accompany them. Persoanlly I have had little experience in model making before, but as a martial arts afficionado I would like to think I would be able to correctly map moves from various styles onto a skeleton from a prebuilt model. My previous modding experience has been in levels and some code, and the levels is where i've been thinking of mostly.
The other problem will be throws and grapples. A staple part of any fighting game, will the HL2 engine be able to cope with models interacting so exactly? (If it can it will do so better than ever before, meaning no more annoying cliping in a fighting game)
Being able to swing people through pillars is obviously going to be available. Levels will fall to bits so easily it will be a shame not to include it. Apart from that small crowds could even be put in, allowing you to knock people through groups sending them scattering all over the place thanks to the lovely physics engine.
The only other thoughts I had was about how realistic to make the damage. Is it going to be worthwhile properly modelling the weight and speed of limbs to how much damage they do? Or is it going to be better just to stick with a simple kick animation and damage and then a response to getting hit that hard in that zone from the opposition?
Hopefully HL2 has a lot of built in physics to cater for being hit from various angles, ie. a slight prod, a knockback that causes a brief stagger, and how much force is required to completely topple someone or send them flying.
What i'm really looking for in a project team is either someone lacking in a decent mapper (or wanting someone willing to learn to animate for HL2) as well as maybe run me through some of the code behind it.
If however you feel you have these skills and would like to be part of this project, please get in contact with me so we can start sorting out a group of people ready to go in head first when the SDK is released.
Remember guys, even with OMF : Battlegrounds coming out, if we can make a good for HL2, it could become the dominant (and almost the only) fighting game for the PC.
Kweh?
Gabe expressed an interest in people doing this for HL2, i've been thinking about the logistics of it the last few days.
If any teams are currently thinking of this project, please drop me a line and clue me in. I fnot then I guess i'll get a fair few people expressing an interest to join in here.
The main deal is how interactive models can be, I assume from Gabes interest in the matter that models can move to within touching distance of each other and break each others player boxes easily. I also assume that there is reasonable collision detection in place so that characters can fight properly.
Now, the important part. Models are the most vital part of this MOD. The actual programming part behind it should not be too difficult. Damage by area is already included AFAIK and collision detection should tie in nicely with this. The models however will each need a HUGE suite of animations to accompany them. Persoanlly I have had little experience in model making before, but as a martial arts afficionado I would like to think I would be able to correctly map moves from various styles onto a skeleton from a prebuilt model. My previous modding experience has been in levels and some code, and the levels is where i've been thinking of mostly.
The other problem will be throws and grapples. A staple part of any fighting game, will the HL2 engine be able to cope with models interacting so exactly? (If it can it will do so better than ever before, meaning no more annoying cliping in a fighting game)
Being able to swing people through pillars is obviously going to be available. Levels will fall to bits so easily it will be a shame not to include it. Apart from that small crowds could even be put in, allowing you to knock people through groups sending them scattering all over the place thanks to the lovely physics engine.
The only other thoughts I had was about how realistic to make the damage. Is it going to be worthwhile properly modelling the weight and speed of limbs to how much damage they do? Or is it going to be better just to stick with a simple kick animation and damage and then a response to getting hit that hard in that zone from the opposition?
Hopefully HL2 has a lot of built in physics to cater for being hit from various angles, ie. a slight prod, a knockback that causes a brief stagger, and how much force is required to completely topple someone or send them flying.
What i'm really looking for in a project team is either someone lacking in a decent mapper (or wanting someone willing to learn to animate for HL2) as well as maybe run me through some of the code behind it.
If however you feel you have these skills and would like to be part of this project, please get in contact with me so we can start sorting out a group of people ready to go in head first when the SDK is released.
Remember guys, even with OMF : Battlegrounds coming out, if we can make a good for HL2, it could become the dominant (and almost the only) fighting game for the PC.
Kweh?