Paul Siramy Tools maker | Tout a été fait avec 3D Studio Max. je vous suggère la lecture (en anglais) d'un article écrit par Erich Schaefer, le 25 oct 2000 :
http://www.gamasutra.com/features/ [...] fer_01.htm
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[Biography]Erich Schaefer is vice president of Blizzard North and one of its founders. Erich played a leadership role in the management, design, and art direction of Diablo and Diablo II. He got into the game development business from a background of graphic design and goofing off. With Diablo II on the shelves, Erich and his new bride Hanna finally have time to get the house in order.
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Almost all of Diablo II's in-game and cinematic art was constructed and rendered in 3D Studio Max, while textures and 2D interface elements were created primarily with Photoshop. The programmers wrote in C and some C++, using Visual Studio and SourceSafe for version control.
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While the player characters are only seen in the game as 75 pixels tall, all were modeled and rendered in high resolution for use on the character selection screen and in promotional materials.
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Characters and monsters, such as this Vampire, were created in 3D Studio Max. An in-house tool would render the files from many different angles (eight for all monsters, 16 for player characters), and export them in the file formats used in the game.
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TOP: The player characters have modular armor of three varieties, light, medium, and heavy, which were mixed and matched to provide more individualized character appearances. "Paper dolls" created on paper and in Photoshop allowed mixing and matching of different pieces of armor to see how they worked together on the Barbarian.
BOTTOM: The Barbarian, translated from the sketches into a full, high-polygon model. Each part of a character's armor (the head, the torso, the legs, each arm, a weapon, and a shield) was rendered separately with in-house tools.
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Background elements were created and rendered in 3D Studio Max. The rendered files were cut into tiles and assembled into modular "rooms" with an in-house tile-editing tool. The game engine reassembles the rooms to provide a randomized game environment.
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Monsters have 14 possible classifications of animation, from basics such as Walk, Attack 1, and Death, to the seldom-used Block, Run, and four Special modes, reserved for miscellaneous animations. Diablo is the only monster who uses every animation category available.
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4. Tools. We developed the original Diablo with almost no proprietary tools at all. We cut out all the background tiles by hand and used commercial software to process the character art. Spells and monsters were balanced by verbal estimates ("Hey, lets make the lightning about ten percent weaker." ). Diablo II's vastly increased scale required much better tools, and we made some, but not enough.
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EDIT :
Concernant le nombre de frames, prenons le cas du Barbare. Il a la bagatelle de 2582 DCC (fichier graphique). Chacun de ces DCC contient de 1 à 16 directions. Chacune de ces direction contient de 1 à 27 frames par direction :
* A1 = 16
* A2 = 16
* BL = 4
* DD = 1
* DT = 27
* GH = 5
* KK = 12
* NU = 8
* RN = 8
* S1 = 15
* S3 = 12
* S4 = 16
* SC = 14
* TH = 16
* TN = 16
* TW = 8
* WL = 8
Calculons :
* A1 = 16 dirs * 16 frames par dir * 321 DCC = 82176
* A2 = 16 dirs * 16 frames par dir * 284 DCC = 72704
...
* WL = 16 dirs * 8 frames par dir * 177 DCC = 22656
Total = 495888 frames (environ 1/2 milion de frames)
Je crois qu'ils ont effectivement utilisé un logiciel 3D Plusieurs millions de frames rien que pour les 7 persos, sans compter les monstres, objets, missiles, auras... ça ne se fait pas à la main.
EDIT 2 :
La doc que tu cherches qui epxliques tout les mécanismes d'animation des sprites du jeu, c'est à :
* MS-Word : http://paul.siramy.free.fr/_divers [...] ations.zip
* PDF : http://paul.siramy.free.fr/_divers [...] ations.pdf
(tu parles de la "palette du barbare en gif", mais pas de ces 2 fichiers). Message édité par Paul Siramy le 11-01-2006 à 00:44:03
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