Models / Meshes

20 02 2008

3DStudio Max 7 software will be used to create the game’s 3D models. These meshes will be eventually exported as .MDL extension objects that are usable with the 3D Game Studio 7 Engine.The models will be created with medium polygon count to enhance loading and computation time and at the same time, not compromising on too much graphic detail while models are being viewed from a close third person perspective.

Identical copies of the models with minimal polygon count will also be made as substitutes for the higher quality meshes used for load balancing for the game graphics.

The meshes will be created using triangular polygons which are normally rendered faster by the A7 engine that is being used.

Model / Mesh Polygon Count
Male Lead Character < 12000
Female Lead Character < 12000
Last Boss Character < 15000
Common Enemy #1 < 10000
Common Enemy #2 < 12000
Weapon < 1400
Common Object:
Crates, Cans,
Security Cameras, etc
< 1000




Textures

20 02 2008

Adobe Photoshop CS 2 software will be used to create and edit the textures used in mapping of the models created for the game. These textures will be saved as .DSS format which is used for the mapping method for the models.The texture mapping technique that will be used is called, mip-mapping which is a type of anti-aliasing supported by the 3D Game Studio 7 Engine.
Read more about mip-mapping at:

Textures will be tentatively fixed at a maximum of 256 x 256 pixels size with 24-bit color-dept and varying smaller sizes for mip-mapping.





Animation

20 02 2008

3DStudio Max 7 software and 3D game studio’s MED model editor will be utilized to create the animation sequences for the respective actions that the in-game models will be carrying out. Below shows a summery of these activities and their expected frame rates.

Animation Sequence Frame Rate
Walking 2 – 12 fps
Running 4 – 16 fps
Attacking 4 – 12 fps
Spell Casing 4 – 16 fps

The following describes the order of which the animation will be carried out.

graphics01.jpg
Character Walking State Diagram

graphics02.jpg
Character Running State Diagram:

graphics03.jpg
Character Attacking/Spell Casting State Diagram:





Scene Management via Scene-graph

20 02 2008

The flowchart below shows how Scene Management is achieved via Scene-graph for the character object.

graphics05.jpg