GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: Maxaxle on June 24, 2009, 12:02:42 am

Title: Big Head Mode?
Post by: Maxaxle on June 24, 2009, 12:02:42 am
Since the original had Big Head Mode, should it be added?
Title: Re: Big Head Mode?
Post by: Jonathon [SSL] on June 24, 2009, 01:27:28 am
It's called DK mode, and will most likely be included as one of those extra things to throw in once the actual mod is done (all essential gameplay elements are implemented).

I think that the proper scaling of certain parts of models (including their hitboxes and collision meshes) is next to impossible in Source  (a dev come correct me if I'm wrong). Even Garry's Mod hasn't gotten it perfect yet.
Title: Re: Big Head Mode?
Post by: Maxaxle on June 30, 2009, 04:55:01 am
It's called DK mode, and will most likely be included as one of those extra things to throw in once the actual mod is done (all essential gameplay elements are implemented).

I think that the proper scaling of certain parts of models (including their hitboxes and collision meshes) is next to impossible in Source  (a dev come correct me if I'm wrong). Even Garry's Mod hasn't gotten it perfect yet.
O RLY?
http://www.garrysmod.org/downloads/?a=view&id=25740
^If it can be done with props, it can (probably) be done with ragdolls/players.

Amirite? Worst-case-scenario, another set of player models is made...
Title: Re: Big Head Mode?
Post by: kraid on June 30, 2009, 09:06:38 am
Resizing a prop is a completly different task then resizing parts of a model.

TBH, right now there are much more important things to take care of then giant heads and arms.
Title: Re: Big Head Mode?
Post by: Jonathon [SSL] on June 30, 2009, 06:00:11 pm
(http://img194.imageshack.us/img194/9415/gmconstruct0004.jpg)

Yes, there are multiple ways to scale props/ragdolls in Gmod's magic Lua, but so far it can only be done properly with simple props (such as the crate in that screenshot), and with ragdolls only the width of the reference model can be scaled, but not the height or hitboxes. (although there may have been some crazy addon that I haven't seen that allows for this)

Like you said, there will probably have to be another set of models made, but as Kraid said, it's not that important right now as the devs are trying to get the core game finished before they start working on all the extras that ge64 came with.
Title: Re: Big Head Mode?
Post by: Maxaxle on July 04, 2009, 06:27:57 pm
I know, I know. Oh well.
Title: Re: Big Head Mode?
Post by: WatchMyTrace on August 24, 2009, 05:38:51 am
Ok correct me if i'm wrong because i really dont know what i'm talking about anyways  :P but could you not just create all new models for each character that are only accessible in DK mode rather than scaling the existing ones?
Title: Re: Big Head Mode?
Post by: Maxaxle on August 25, 2009, 01:18:35 am
Ok correct me if i'm wrong because i really dont know what i'm talking about anyways  :P but could you not just create all new models for each character that are only accessible in DK mode rather than scaling the existing ones?
I'm pretty sure that's possible.

*bumps for attention from people who know about this kind of thing.*
Title: Re: Big Head Mode?
Post by: Jonathon [SSL] on August 25, 2009, 01:39:16 am
Imagine.

We'd have to adjust every character model's proportions, then create an entirely new set of animations and hitboxes just to get a few laughs.
Title: Re: Big Head Mode?
Post by: Maxaxle on August 25, 2009, 01:46:01 am
Imagine.

We'd have to adjust every character model's proportions, then create an entirely new set of animations and hitboxes just to get a few laughs.
A few GOOD laughs!


But really, if it's that hard...
Title: Re: Big Head Mode?
Post by: WatchMyTrace on August 27, 2009, 06:29:15 am
ah i see. well maybe thats something that could be chipped away at before the final release