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Does the global model still limit unique characters in MMORPG?

Started by December 02, 2001 03:24 AM
2 comments, last by Nomax5 23 years ago
I’m not a game programmer so bare with me please .. I read about a “Global Model” which seems to be a finite set of models held in memory on the client so they can be retrieved quickly to keep the graphics smooth. Is this right ? if so is it not possible to apply an algorithm to a retrieved model to make it short tall Fat thin, Old young ? The reason I ask is I would like to design in ageing based on time played and player stats such as Strength to be visually represented. 60%-Socializer 60%-Explorer 53%-Acheiver 27%-Killer)
quote: Original post by Nomax5
.. I read about a “Global Model” which seems to be a finite set of models held in memory on the client so they can be retrieved quickly to keep the graphics smooth.

"Global models" are only useful for peons - generic characters that occur at high frequency with low variation. For main characters you''ll want specialized models.
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Thank you oluseyi..

Presumably any model capable of animation uncounted by a player is held in memory on the client and therefore limited by the minimum memory specification of the game?

I read somewhere that the new graphic system used on the more resent MMORPG''s uses some connective model technology to attach armour to specialized models, breast plates etc.

I would guess Peon''s, specialized models and attachable models are all held in memory and that attributes such as colour and the skin are rendered dynamically is this right ?

If so is it feasible at the point a model is presented to the player to stretch a basic model using an algorithm?
It is possible, and in fact Phantasy Star Online does just hat. (You can change height and fatness of your character)

Everything is possible really. Mixing and matching body parts, applying aging or weight algorithms, etc.

The only thing you want to avoid is changing the model each frame, as in say Messiah, because of caching problems and the like.

Let me put it this way: in plenty of 2d games you have scaling and rotation and transparency of sprites, and that isn''t really any different. You take the original and manipulate it somehow.

If you have a basic model and you want to transform it you have two options:

#1: Transform it and save a copy of the model = more memory
#2: Transform it while drawing every frame and don''t keep a copy lying around = more work.

Depending on what you want to do exactly, you can mix those. The reason most MMORPG games today don''t do more of that sort of thing is that the developers don''t value it. Anything else you hear is a lie. Everything takes time and they don''t consider it worth it.

JM

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