2011-01-02, 07:20 AM
You guys may've already figured this out, but in case you're curious, the eye level of the player turns out is 1.5m (4'11") ... let's be generous and say six inches from eyes to top of the head, and the default player rounds out at 5'5". Which is not bad I guess. Seems a little short even for a girl adventurer by contemporary western standards, but the player does seem short / maybe meant to be boyish even (most Japanese heroes are young men... *cough* boys) and everyone knows medieval humans are wee folk.
The player I think is eye level with most of the girl NPCs. Not bad for Dark Destiny I guess, because as I recall Necron seems (if my memory serves me) like he was a squat man. Still that makes shrinking the Trismegistus player character a little more questionable. She does seem to be shorter than the others in all the pictures, and is based on the faerie NPC though it's possible adjusted via the scale variables. The camera seems to tower over if not the king NPCs the statues of the same shape anyway.
PS: An interesting thing occurred to me. I've never liked first person games with disembodied weapons / arms ... even though that's the norm. I like to have as much of a body as possible. So I'd definitely like to make that possible for Som games. Still it presents a number of challenges. Trismegistus is interesting however... in that the PC presumably never changes equipment or swings a weapon, so really she's only required to walk around, and maybe look at NPCs the way NPCs look at the player while talking. I know enough to animate a .MDL file, so the simplest avatar support I can think of (and probably the right place to begin) is to just designate an NPC .mdl file to act as the player's avatar. Playing the walking animation in a crude way (about as crudely as Som's npcs) is pretty simple. So anyway, in probably not too long, probably the Ex 1.0 release for Trismegistus I'll want to take a stab at this for Trismegistus. The only real problem I can foresee is the model may be the scarecrow variety (it's really hard to tell in the pictures) in which case I'd have to take a little time out to up my .mdl game. But just playing back the soft animations is really not too big of a deal, and if I went to the trouble to setup my own rendering routine would probably not be a bad next step in the .mdl dept.
The player I think is eye level with most of the girl NPCs. Not bad for Dark Destiny I guess, because as I recall Necron seems (if my memory serves me) like he was a squat man. Still that makes shrinking the Trismegistus player character a little more questionable. She does seem to be shorter than the others in all the pictures, and is based on the faerie NPC though it's possible adjusted via the scale variables. The camera seems to tower over if not the king NPCs the statues of the same shape anyway.
PS: An interesting thing occurred to me. I've never liked first person games with disembodied weapons / arms ... even though that's the norm. I like to have as much of a body as possible. So I'd definitely like to make that possible for Som games. Still it presents a number of challenges. Trismegistus is interesting however... in that the PC presumably never changes equipment or swings a weapon, so really she's only required to walk around, and maybe look at NPCs the way NPCs look at the player while talking. I know enough to animate a .MDL file, so the simplest avatar support I can think of (and probably the right place to begin) is to just designate an NPC .mdl file to act as the player's avatar. Playing the walking animation in a crude way (about as crudely as Som's npcs) is pretty simple. So anyway, in probably not too long, probably the Ex 1.0 release for Trismegistus I'll want to take a stab at this for Trismegistus. The only real problem I can foresee is the model may be the scarecrow variety (it's really hard to tell in the pictures) in which case I'd have to take a little time out to up my .mdl game. But just playing back the soft animations is really not too big of a deal, and if I went to the trouble to setup my own rendering routine would probably not be a bad next step in the .mdl dept.