I think there's a zombie model somewhere in the Python-Ogre demos. That might be a fun one to get working. I just completed a ticket to
add a model selector to the character generator.
If you aren't getting grass and such from SVN trunk, you should probably check your PYTHONPATH to make sure it's pointed at the right place. If you do twistd mv3d --help, you should get these options:
- Code: Select all
Usage: twistd [options] mv3d [options]
Options:
-i, --initialize Initialize a world
-e, --perlin Set this to generate terrain with perlin noise
-g, --grass Enable grass
-c, --config-file= The file to load configuration from. [default:
server.conf]
-m, --config-name= The section name in the config file to read from.
[default: Server]
-N, --nservers= The number of servers to run. [default: 1]
-p, --port= Set the Port to listen on. [default: 1999]
-n, --num-players= Set the number of players to create if initialize=1
[default: 0]
-C, --num-cubes= Set the number of cubes to create if initialize=1
[default: 0]
-d, --disable= Disable all created objects [default: 0]
-a, --num-areas= Number of areas to create if initialize=1 [default: 1]
-j, --join-realm= Number of a realm to join [default: -1]
-t, --terrain-size= Number of terrains to create [default: 0]
-P, --parent= Set our parent server to this (host:port)
-T, --trees= Set the number of trees [default: 0]
--version
--help Display this help and exit.
I'd love to get building and such in the demo. Partly that requires some better world editing tools, but also of course needs models. I do have some around, but most of them haven't been properly exported to Ogre. For example,
this dwarf model is all rigged for animation and everything. Just I wasn't able to get it into Ogre without it distorting (like the image you showed me earlier I think). There are some others I have laying around from previous versions of MV3D.
It would be nice to have some particle effects. I was sort of thinking either a splash when you jump in the water, or dust that gets kicked up when something hits the ground hard would be cool. As far as things that could show off the physics more, I do have a beachball object that could be put back in. It probably wouldn't be hard to find a barrel mesh, too.
A great place to help out is basically doing what you have been doing in getting models into the game. Once I get the framework in place for the new in game editor, there will be plenty of plugins to write for that if you are interested in doing some coding. I think I'll hit that ticket next if I don't decide to bang out the 3rd person camera related ticket first.
As far as falling off the map, one thing I could do for the little demo world is to basically put invisible bumpers on all the edges of the map so that you just can't walk past them. That's probably a good idea and is pretty easy to do.