Development idea

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Kaoh

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dont worry, ut2003 can handle such a high poly count the very skilled inf modellers will have a field day with it no matter if they have to reduce them a bit ;)

besides its just one extra player on the field, so using normal poly counts for 3th person view should be without any performance loss.

You forgot the vehicle engine, that can be used for so much more then just a car and stuff.
 

cleve-ntt

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Would I be right in saying that if this idea was used for a later version of inf, 1st-person animations would be made redundant?

Sorry, guys, this aint so "new" at all.

Those of you that have played Operation Flashpoint will remember the models in that - no, not as good as the ones we have now, but it was exactly the same concept, you could see your playermodel :D

Would it be possible to be able to lean/hug against something in UT2k3, like splinter cell?
Not a bad idea, kinda gives the game a heavy feel, and I found that getting in cover is p*ss easy if you dont sprint all the time :p
 

Beppo

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cleve-ntt said:
Sorry, guys, this aint so "new" at all.

Those of you that have played Operation Flashpoint will remember the models in that - no, not as good as the ones we have now, but it was exactly the same concept, you could see your playermodel :D


Not a bad idea, kinda gives the game a heavy feel, and I found that getting in cover is p*ss easy if you dont sprint all the time :p

Operation Flashpoint was already mentioned within this thread using the short term OFP...
Concept is similar but not exacty the same. It's not only seing your feet and some other body parts alone... it is the removal of the 1st person perspective with a gun and hands sticking out of your head if you want to compare it this way. It's about seeing the same animations as other players will see while watching you... and I mean seeing exactly the same and you seeing everything you do... even if you would scratch your thigh or whatever.
OFP and some other games came close but this here would be the next step.

To the lean/hug against a wall feature of Splinter Cell... This is 'only' a well placed animation in combination with locating your player model using the maps surroundings properly. Only problem would be to get rid of the coke can collision hull or to allow the collision hull to 'enter' the wall in UT. All doable in a way but is much easier done properly in a single player game than within multiplayer... but still possible of course.

Beppo
 

keihaswarrior

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The only concern I see with this is that the 1st person view of the weapons wouldn't look as good as if you had seperate 1st and 3rd person models and animations. Since 3rd person models are lower poly than 1st person, the gun models might now look very nice or could lose functionality.
 

Beppo

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keihaswarrior said:
The only concern I see with this is that the 1st person view of the weapons wouldn't look as good as if you had seperate 1st and 3rd person models and animations. Since 3rd person models are lower poly than 1st person, the gun models might now look very nice or could lose functionality.

An answer to this was already posted and described by melange on the first page of this thread ;)

melagne said:
... I also suppose that if necessary, a first and third-person model of each weapon could still be used, but attatched to the same bone, so that players could see their own detailed ironsights, while other people's weapons would not have to be rendered to quite the same level of detail, but would still appear in exactly the same position.

This would be one possible way of doing it and would allow 'standard' 1st person details for you and 'standard' 3rd person details for the others that look at you.

Beppo
 

OpFor

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Hmm, I thought UT2k3 had per-poly collision that just wasnt used in the game because of the different model sizes.
 

Beppo

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per poly collision is available for static meshs, karma actors aso but a simplified collision hull is normally used for them ... so ie a chair can use two (or six if you want to seperate each leg) collision boxes to form the needed collision for it instead of the standard cylinder ... the player models and other actors use the coke can collision hulls normally still.
 

Olecram

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The possibilities offered by this kind of first person, and the consequent immersion factor, are great.

I can't wait to see some effective implementation of this idea.

Thanks for the mod, Beppo. I've already shown it to all of my ut2k3 friends and they are enthusiastic. Not to talk about the fact I've gone around on many maps doing jumps and the similar to try the thrill of the true first person, for example while jumping 100 meters in the air or doing every kind of stunt.
 

RAZZ

aka FURY13RT
So what your saying is this is more than just bolting the camera to the meshes head.
Unless Im missing a step: the gun, sites, and players body must all be in alignment with the player pov (the head) in order to get an aligned site.

So, in theory what you get from the guns movement is as close to the real deal as is possible (assuming youve got motion capture animations or just really well done manual ones) in a game... and sounds painfully difficult to do x_X
 

OpFor

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Hmm...then I wonder if UT2k3 could possibly support more than just one coke can? Sorry if I am being a pain :p
 
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I was refering to the way light is handled in the UT2003/UT2004 engine, when I said it was 'aging'. I don't suppose Beppo'll have the time to inplement anything as extreme as full dynamic lightning on his own (like they did with Splinter Cell and Deus Ex 2).
 

ravens_hawk

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Looks good.
Hmm stupid question. SC was done using the UT2K3 engine right? So would it be possible to use some of the dynamic lightning code from SC, if it’s not a standard feature in UT2K3? Other than that I really like the third/first person thing, it sounds like it will make coding much easier (I would assume with this you would only need to code when the 3rd person model moves, not when the first moves an then make sure the 3rd moves with it.) Not to mention I like the idea of being able to look at your feet (seems more immersive, but I have yet to try it out.) One more stupid question doesn't CoD use per-ploy hit detection? Or is the per-poly hit detection only for world objects (like fences) not player models. If so I have played the SP demo and it doesn't require that much power.