How to get Wandercall Assets working with Flare Engine (1K, 2K, 4K)? #933
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WithinAmnesia
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#900 (reply in thread) Touched upon here.
#854 How to get Wandercall Assets working with Flare Engine (1K, 2K, 4K)?
For example how to get the Wandercall female heroine / player character 3D model base to have the result is like where blender 2.79 renders 4K 2.5D animation frames automatically with a script like what can be done with the low poly Flare hero / heroines? I can do all the armour and weapons I just am not sure how to do it so the script works. I swapped out weapons before but that was more simple. I have not touched the animation bits nor have I tried to swap the animation base model?
How can this armour work where in blender 2.79 it is animated with a render script like the low poly flare assets where blender 2.79 renders 4K 2.5D animation frames automatically and then after a person can use Imagemagik to make a coollage and then use an animation definition like this:
default_chest.txt
"image=images/avatar/female/agabal/default_human_female_chest_x4k.png
render_size=512,512
render_offset=256,384
[stance]
position=0
frames=4
duration=800ms
type=back_forth
[run]
position=4
frames=8
duration=533ms
type=looped
[swing]
position=12
frames=4
duration=400ms
type=play_once
[cast]
position=24
frames=4
duration=400ms
type=play_once
[shoot]
position=28
frames=4
duration=400ms
type=play_once
[block]
position=16
frames=2
duration=66ms
type=play_once
[hit]
position=18
frames=2
duration=133ms
type=play_once
[die]
position=18
frames=6
duration=800ms
type=play_once
[critdie]
position=18
frames=6
duration=800ms
type=play_once"
I'm hoping to basically keep the easy work pipe / work flow of the low poly Flare .blend assets with the automatic rendering script and ImageMagik ->text editor animation definition creation that's reality smooth intact. While also using the Wandercall male / female hero / heroine / player character 3D model base is used in game in flare that can be rendered in 4K (but 1K and 2K for other people would also be good for the community with everything being open source mhmm.)
Also how can the armour be rendered with shoulders as a separate slot and or more or the same amount of in segments like Flare? Also how can the male base get armour and work like the female version? Also does the Wandercall animate set have enough animations to fit right into how Flare works or will more be needed? Is there a way to get lots of animation FPS to ideally 60 fps but even like something smooth-ish looking would be fine, I just want it to not look janky lol and hopefully it looks 'new' and beautiful mhmm. I'm trying to get the 2.5D art looking smoking hot beautiful. So the graphics can stand the test of time and give the community the best chance at making evergreen content and hopefully even some classic ARPGs can come out of the open source Flare Community.
I hope there is a way to upgrade the Flare character sprites to bring them in line with middle 2020's graphic expectations even being 2.5D, I hope if the graphics are 4K and smooth they can do a trick where there high resolution gaming up on less demanding computers like what class CRPGs like the original games of Diablo, Baldur's Gate and Fallout did. With prerendred high resolution 2.5D graphics. All this is trying to do that graphics trick but brought up to today's graphics expectations mhmm. I need some help though with figuring this out then hopefully we can make solutions for the whole community to enjoy.
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