ESF is a fast paced, 3rd person fighter based on the hit anime, Dragonball Z. Select your favorite character and fly, power up, transform, melee, and beam your enemies into pulp. Each character is given signature moves and abilities to compliment different style of play. Some are stronger in hand to hand combat, others are better with energy attacks. Play in three different game modes, deathmatch, team deathmatch, and capture the dragonballs. There is a learning curve so newbies beware. This is not your normal Half-life mod.
Two new systems have been developed that will allow ESF to have smoother animations; vertex weights and animation blends.
Posted by Mastasurf on Aug 2nd, 2010
Two new systems have been developed that will allow ESF to have smoother animations; vertex weights and animation blends.
Vertex Weights: Allows a vertex to be influenced by one or more bones.
By assigning a percent value to each "weight" the system determines how much a vertex is affected by each bone. For example, if DarkTooth were to animate a shoulder joint under Saiyan armor the arm would move normally, but the armor, which is less flexible would move less to provide a more realistic appearance of motion.
Animation Blends: Expands Half-Life’s cap on the number of animation frames available per animation and provides a system to insert animations in between actions.
As explained by Darktooth:
"The animation blend system allows us to do numerous things. For example, part of it allows us to link to animations together, one playing after the other even though only one was called in code. IE whenever the player holds forward and begins to run, I can add a 'start_run' animation and then make the regular 'run' animation play right after. I am able to add as many extra animations as I want. Typically the maximum number of frames is capped at 127 for one animation, but by using this system I can link as many animations as I want and have it play in a consecutive order: deep_idle -> deep_idle2 -> deep_idle3 -> deep_idle4 and have it keep going so that it appears as if the deep_idle action ingame is never looping a single animation.
Another use of this system entails adding blend animations in between two other animations. For example, if the player is swooping forward 'swoop_forward' then they swoop to the right 'swoop_right' I can add my own blend animation 'swoop_forward_right' and have that play whenever the player changes directions. Say the player is falling from the sky and holds forward. When the player lands on the ground we have another blend animation play 'fall_land_run' animation so it seems as if the player hit the ground really hard and is stumbling as he tries to run forward. This system allows for A LOT of smooth and creative animations."
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Does look a lot smother than I remember from previous versions.
Can't even imagine the things you guys could do with these systems.
Nice work.
Wow, simply amazing. You guys are freaking geniuses, this doesn't even look like the half life engine anymore.
I agree, The game is starting to look soooo cool.
You guys are creating a realy epic game here!
I have been a fan of your since like 1.2.0 and i got to say that every time you guys post something new on the site you always impress me!
Keep up the good work!
it look like i can`t play this mod cuz the graphic
(ATI Radeon x1200)
Looks like there is no lag problem or anything. Amazing work.
Amazing result's , it's really smooth!
I like I like!
Love it, still waiting.
And to think it is a half life mod...Amazing!
Looks impressive. I'd love to see this used with the melee animations!
i can't belive it's still first Half-Life. great work guys !
When I first found out about this game, I thought it looked bland and uninteresting. I just watched the video of that guy flying, and holy **** it looks awesome. Installing now.
Dont expect to see whats in the video in the currently released versions though. The video is from the WIP version.
I hope turning into SSJ3 doesn't take 7 min. of screaming
Nah, but SSJ3 is not the easiest form to fight in. The energy drain means youll have to handle it with care, or be faced with defeat XD
lol if u guys add more caracters in it lke gt , it will own dbzbt3
No GT, No movies, no fillers, not now, not ever.
Thats the policy we are using.
God damn it this is so GOOD! :D
Look soo good...
how long it takes to be ready!?! ... Maybe 2011? 2012 no more please!
Don't stop guys!
This project is incredible, congratz to you all. I'm awaiting the next major release to start playing and documenting about it. Hope there will be some part of the gameplay (outside of the combat "core") dedicated to the "content" of the db universe (e.g. some interactions\dialogues\whatever with the not-fighting characters, as quests or as a bonus\prize), that would be awesome.