Sir Legar wrote:@cowking Modeling requires talent and further knowladge. Implementing new models and animations are very tricky in Diablo 2.
Yeah but the point is that modeling for D2 is a lot less technically demanding than creating 4-8k diffuse maps for modern game engines, sculpting models in zbrush for normal/displacement maps, creating low poly meshes and materials with 7 different maps that need to look photorealistic, learning how to do good looking hair etc... the list goes on.
In D2 you need...
- a rigged character model that doesn't need to be optimized for a game engine, plus weapons
- create animations (time consuming part)
You now have everything you need 3d wise. You can render the animations out as a .gif sequence or frame-by-frame. The fact that diablo uses .gif is just another bonus, as you don't need some 3d export plugin that only supports 3ds Max 2001 or something. You can use any 3d package you're familiar with.
Sir Legar wrote:Choosing proper AI, properly exporting models, Cof & DCC files, animdata etc are PITA and takes time to get used to them. (There are so much things to consider. Color palettes, x/y coordinates, ai behaviours etc)
This is the real challenge, and it's already figured out and explained step-by-step.
Only thing that's required is execution. That's it.
Inertia wrote:First of all, you have to render everything in 16 directions
The animation remains the same so that's irrelevant, just place sixteen cameras. The animations are short so rendering time is irrelevant. You could set everything up and batch render everything in one go when you go to sleep.
Inertia wrote:along with all the necessary weaponry and armour that has to all be rendered separately.
Scene 1 = char animation x
Scene 2 = copied scene 1 with all meshes hidden except weapon
Scene 3 = copied scene 1 with all meshes hidden except armor part x (if required, you could use the body mesh as a matte object when rendering)
Scene 4 = char animation y... repeat
Create a simple script that batch renders all scenes from 1-x through camera 1-16 when you go to sleep. You can even setup folder/naming conventions in render options so everything comes together in a perfect structure automatically.
The only 3d related problem solving that relates to D2 is figuring out the camera angles, and replicating the d2 art style in a way that things don't seem horribly out of place.