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1)
Can you give me an indication of the polygon amount that is to be
used?
I recommend
using 750 polys or less for props/portable items/weapons. For characters,
keep it under 2500. See this
page for why.
2)
Can I use other formats besides Targa for textures? Can I use any
size?
Vampire only
uses 24-bit uncompressed Targa format for textures, and the dimensions
must be a power of 2 [up to 256x256 maximum] because of the way
video cards handle textures. It helps to keep textures small because
many cards have limited memory on board, and it keeps download sizes
reasonable. I design textures in a size of 512x512 and scale it
down to what I need when I'm done.
3)
What's the deal with these 4 different weapon files?
These correspond
to the 4 main skeletons used by various characters in the game for
animations.
skeleton_0:
40 bones, 'normal male' i.e. Christof, Wilhem, etc.
skeleton_1: 35 bones, 'large male' i.e. HeavyG, Erik, Allesandro,
etc.
skeleton_3: 48 bones, 'normal female', i.e. Serena, Zil, Kazi, etc.
skeleton_4: 37 bones, 'skinny male', i.e. Samuel, etc.
A weapon model,
portable item, etc. needs a version attached to each skeleton, so
it will show up when in use. Another version is attached to just
one bone, and is placed on the ground for the players/ST to pick
up.
The actual animation data
itself is contained in .nad files, and currently can only be created with Alias|Wavefront's
Maya 3D software, and the NODExporter tool that comes in the NOD Engine SDK.
The .nms file determines what animations are played for each action that can
be performed by a character. Animations should only be used with skeletons of
the same type. (For example, HeavyG shares some of Erik's animations because
both characters use skeleton_1 for movement.) Otherwise the animation may not
play correctly due to the different number of bones.
4) How much
detail should I add to models and skins?
That's a tough call. You
want your models to look realistic with lots of blood spatters, bullet holes,
rivets and screws.My view for Vampire models like props is that you shouldn't
go too wild. Most props are small and hard to see in the game because of the
darkness. Man-sized objects or larger are better. Save yourself some time modeling
and add the detail to your skins to make them really stand out.
More to come...
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