Jump to content

Quadruped Builds


87 replies to this topic

#81 Juodas Varnas

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,537 posts
  • LocationGrand Duchy of Lithuania

Posted 04 January 2018 - 03:01 AM

View PostBush Hopper, on 04 January 2018 - 02:51 AM, said:


Ok, let's be cruel



#82 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,446 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 04 January 2018 - 04:14 AM

View PostAnjian, on 27 December 2017 - 08:14 PM, said:

Quads are the New Age Unseen of the franchise it seems. I would think the biggest reason for not having them is the removal of IK in the game as well as the complex articulation of the leg joints that results in multiple radii of movements. The hitboxes can simply shadow the IK generated movements. And then you have the left right, forward backward movements, and not to mentioned raised up and down movements.

Also need to breakdown between spider vs. mammalian type leg architectures.

From another game.






Graphic's wise, this game is years ahead of anything that PGI is doing..

Just so you guys know.. I have info that Star CItizen is gonna have mechs and power armor.. so far, Power armor has been confirmed, and mechs are worked on too, but not combat mechs.. yet..

#83 Dr Hobo

    Member

  • PipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 530 posts
  • LocationA cardboard box drinkin mah hooch.

Posted 04 January 2018 - 05:30 AM

View PostVellron2005, on 04 January 2018 - 04:14 AM, said:


Graphic's wise, this game is years ahead of anything that PGI is doing..

Just so you guys know.. I have info that Star CItizen is gonna have mechs and power armor.. so far, Power armor has been confirmed, and mechs are worked on too, but not combat mechs.. yet..



The star citizen mechs are like power loaders or agromechs.

They already have APCs(Bursa Rover is basically a light APC) and their terrain is fairly harsh in some areas.

#84 Andi Nagasia

    Volunteer Moderator

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 5,982 posts

Posted 04 January 2018 - 11:13 AM

View PostVellron2005, on 04 January 2018 - 04:14 AM, said:

Just so you guys know.. I have info that Star CItizen is gonna have mechs and power armor.. so far, Power armor has been confirmed, and mechs are worked on too, but not combat mechs.. yet..

SC is in that odd place where anyone can say anything and it could be taken as being true,
sadly ive seen its release pushed back so many times ive lost alot of the interest ive had in it,

also its quite shady how they change their Terms of service every time its pushed back, which is ok,
but when it says by agreeing to this(terms) you cannot request a refund based on missed mile stones before this point,

when SC release is pushed back and a new terms comes out,
you have to accept the new terms of service or you cant play(so you have to accept),
and if you do you have no right to question the release being pushed back,

Edited by Andi Nagasia, 04 January 2018 - 12:30 PM.


#85 Cementi

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 779 posts

Posted 04 January 2018 - 11:54 AM

I personally would like to see quads. Probably the last mech packs I would buy. I do also understand their will be additional costs though. I Think people are blowing them a bit out of proportion.

I think they should do the same thing with quads that they did with the urbie. Ask the community to put their money where there mouth is because ultimately is does not matter if pgi likes quads, it matters if the community does. They will have to be fairly open with the numbers though.

#86 Anjian

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 3,735 posts

Posted 04 January 2018 - 04:32 PM

View PostAndi Nagasia, on 03 January 2018 - 03:20 PM, said:

well technically Chicken-Walkers(TBR), Humanoids(Archer), and Double-Reverse-Jointed(Huntsman)
each have different skeletal rigging sets, so i dont see this as much as a problem, which ill cover below,

much like the NVA/VPR/KFX/ADR, give these mechs a pelvis & 360Torso Rotation,

so you could take this,
Posted Image

and Convert it into this(sorry for shotty Photoshop, whipped it up in 5 minutes)
Posted Image


the only think that would be needed is to make a Quad Animation Skeleton and a Pelvis,
(not saying that those are the only problems but things can be worked around)



I miss Wizkids. I think I still have the figure for the above. Note that for plastic figures, you don't need torso twisting, as its easier and cheaper to mold them that way. MW DA has a serious number of quads; I think it enables the collectible game to reuse the same elongated base for artillery (poggers) and vehicles on mechs.


The cost of adding quads to a game is no different than adding cats, dogs, and other animals in a video game. IK is a basic part of game design, part of any game developer's suite, and you don't need a mech game for that. A typical 3D RPG game for example would already use IK for the characters in the game, or the avatars in your raiding party, for every monster and boss in the game, like when you encounter a raid boss of a dragon or a giant spider.

Edited by Anjian, 04 January 2018 - 04:37 PM.


#87 Tarogato

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 6,558 posts
  • LocationUSA

Posted 05 January 2018 - 03:07 AM

View PostAnjian, on 04 January 2018 - 04:32 PM, said:

The cost of adding quads to a game is no different than adding cats, dogs, and other animals in a video game. IK is a basic part of game design, part of any game developer's suite, and you don't need a mech game for that. A typical 3D RPG game for example would already use IK for the characters in the game, or the avatars in your raiding party, for every monster and boss in the game, like when you encounter a raid boss of a dragon or a giant spider.


It may be a basic part of game design, but PGI has yet to figure out how to make it compatible with Host-State Rewind. Not sure why... I suspect performance overhead, might be that servers can't keep up with the desired tickrate... or could just be added latency that they don't feel is acceptable. Either way... it's a hurdle that they've tackled twice now and haven't solved.

#88 Dr Hobo

    Member

  • PipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 530 posts
  • LocationA cardboard box drinkin mah hooch.

Posted 05 January 2018 - 09:21 AM

View PostAndi Nagasia, on 04 January 2018 - 11:13 AM, said:

SC is in that odd place where anyone can say anything and it could be taken as being true,
sadly ive seen its release pushed back so many times ive lost alot of the interest ive had in it,

also its quite shady how they change their Terms of service every time its pushed back, which is ok,
but when it says by agreeing to this(terms) you cannot request a refund based on missed mile stones before this point,

when SC release is pushed back and a new terms comes out,
you have to accept the new terms of service or you cant play(so you have to accept),
and if you do you have no right to question the release being pushed back,



Honestly as someone who's paid a bit of change into the games I like(MWO,SC,and others) I dont really care to be honest. If I threw money into a pipe dream,so be it.

I just stopped paying attention and it's a pleasant surprise when the I see that something like 3.0 came out.

In all honesty,I blame them for using CryEngine. They should have used UE4 like everyone else is going.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users