Greetings to everyone in the new year. We hope your holidays were wonderful and colorful as the clocks hit 00:00 on new years eve. This time we have a bit to say and a bit to show.
KIRSCH Nicolas aka Redeyes has been working his butt off with the coding trying to get an even better understanding of how NPCs work and we've had some really nice progress especially the last week. It's nothing we will show but I think it should definitely be mentioned. After all the interaction with everything living is a very important part of a game that doesn't really get that much attention, probably mostly due to it's format. Not really easy to grasp what his stuff below says, right?
(excerpt from ai_default.cpp)
#define ADD_DEF_SCHEDULE( name, localId ) idSpace.AddSchedule(name, localId, "CAI_BaseNPC" )
CAI_ClassScheduleIdSpace &idSpace = CAI_BaseNPC::AccessClassScheduleIdSpaceDirect();
ADD_DEF_SCHEDULE( "SCHED_NONE", SCHED_NONE);
ADD_DEF_SCHEDULE( "SCHED_IDLE_STAND", SCHED_IDLE_STAND);
ADD_DEF_SCHEDULE( "SCHED_IDLE_WALK", SCHED_IDLE_WALK);
ADD_DEF_SCHEDULE( "SCHED_IDLE_WANDER", SCHED_IDLE_WANDER);
I would like to present you with our 3rd, or is it 4th, version of the T-rex. Why? You may ask. Well the story is this that people simply forgot to leave their models or don't finish them. Our second T-rex was missing nails and teeth and left in a pose we did not want to reset manually. The transfer of the texture didn't really go to well ether which resulted in some texture deformation. We did a new try, but this model was never finished because of lack of time so OLENDER Robert - taurus, took it upon himself to finish it. This meant reshaping the last T-rex by Regis (wrong reference images were sadly used) and then making a new sculpt for it and new texture. 3 weeks work non stop pretty much and so finally it was at this stage which is presented in the images below.
Also when there is a T-rex around one can also expect lambchop... ehm, goat. Bääää :)
ROWNEY Joel aka BaRaDa is working on this model which still is a WIP.