Body Designer Mk2 v1.0 Every vehicle will have an XML file used to assist the body designer. No longer will everything have to be on one model. Instead, the XML file will store names of animations, the range for those animations, the names of the animation displayed in the game, icons, their hierarchy in the system, mount points, and mount points links to body animation, etc. The XML file will also store the names of the mount points and what they are used for. It will also contain a list of other models/XML files that can mount at those locations. The XML file will store the animation states so that the player does not have to adjust sliders or place items in many cases. For example, if the player wanted to place a headlight, he would select headlights from the list and click the variant he likes. The XML file stores the animation name for that headlight and then sets it at a predefined animation slider position to display that headlight. Other headlights are set to their off-position sliders. This effectively creates on and off toggles for accessories built into the vehicle body. The XML file will then unlock additional animations for that headlight. This system can also extend to other UI elements. For example, if you wanted four different places on the vehicle to mount the headlights, we can simply assign each animation for the location to radio buttons via the XML. Player then selects the location, via the radio buttons, and adjust the remaining sliders for that location. Mount points. The XML file will store mount points, such as tire locations, wiper locations, etc. These mount points will be hidden (sub)meshes that the selected accessory will automatically be placed at. The placement of items will be at the pivot point. We need the mount points to be either sub-meshes or have their own animations linked to the body animations. For example, if the body length animation were to be increased, the tire mount points would need to increase the same amount so that the mount points are in the same location. If there is a slight bend to the car, the mount points would need to bend the same amount too in a similar animation. This is a lot of work, so the sub-mesh solution is preferred. Looking at Ogre's internals, I believe making the mount points sub-meshes and then having only one animation per event should work. The game will still support click placement of additional accessories. In case people want to get crazy with their designs like the old designer. This is similar to the system we have now. But ideally, we want people to use the stuff built-in accessories with the car model instead of interacting with that system. The AI will also create random vehicle bodies using the new designer... In other words, we want a full car design from a single model + wheel mounts. I will write an additional tool to the existing mod tools which will help manage the creation of these XML files. Attempt to be realistic with your design decisions. Wacky is fine at an extreme. But wacky should not be the default. We got a lot of bitching about crazy cars by default with the old designers. Likewise, minimize the number of animations. In some past designs, you made "increase size" and "decrease size" animations. Instead, have the animation work for the full size (smallest to largest). We can define the default/starting slider position in the XML file. For example, if you want a decrease and an increase animation, make it one animation. We can make the default slider placement right in the middle. Animations: Base Model Base: This is used to set the appropriate size of the model based on the selected chassis. The player doesn't touch these sliders. Please make sure that the wheelbase and track do not change size in any other Morph animations. We will match the wheel mount point positions with the chassis wheelbase and track. Slider Animation: Length = Smallest to Largest Width = Smallest to Largest Height = Smallest to Largest Body Animations: Use your own discretion based on the type of vehicle, but avoid animations that make only minor un-noticeable changes to the model. An example of this is Frame->Depth on the old models. If we need, we can come up with a list of animations for the vehicle type as the community approves them. The following categories apply to modern generic cars. Categories (IA/If Applicable, Req/Required For All, Mod/Required for modern vehicles) : Radiator Grill -Size (L/W/H/Depth): Remember 1 slider for each, least to most. -Different styles Front Plate Garnish (Location under the bumper) -License Plate Mount -Different styles Front Bumper (May want to link some styles to Base Width?) -Different Styles -Depth Front Spoiler -Size (W/H/D?): Remember 1 slider for each, least to most. -Different Styles Front Fog Lights -Size(L/W/H/Diameter) -Different Styles Side Turning Lamps -Size(L/W/H/Diameter) -Different Styles Headlights -Size(L/W/H/Diameter) -Different Styles Parking Lamps -Size(L/W/H/Diameter) -Different Styles Hood -Size(L/W/H) Remember, do not change wheel mount locations! -Curve -Aerodynamic styles? Air Grills (Area between windshield and hood) -Size (Length/Width/Depth)? Front Fender -Different Styles? No Style/With Style? -Curve amount around arch? -Fender Arches (Length/Height/Style?) -Depth behind wheel? -Brake Ducts? Fender Signal (Little lights by the fender) -Size(L/W/H/Diameter) -Different Styles Front windshield (This probably affects Pillars and Roof too.) -Size (Length/Width) -Curve -Slope Windshield Pillers (Similar adjustments to the windshield, maybe we merge them) Door -Length -Curve -Different Styles Door Handle -Size (Length, height, depth) -Different styles? B-Pillars (Roof will probably affect this or this will affect the roof) -Size (Length, height) -Angle -Different styles? Roof Top (Windshield may dictate many of these options) -side to side curve -front to rear curve -Size (Length/Width/Height(Thickness) Probably effects windshield Roof Moulding/Drip (molding around windows) -Size (thickness, depth) -Different styles Other Doors (Rear doors, sliding doors, suicide doors, etc) (If more than one door) -Size (Length, height, depth) -Different styles Other Door Handles -Size (Length, height, depth) -Different styles? Rocker Panels (Under the doors) -Different Styles? -Size (Length, height, depth) Rear Window Pillers (Affects rear window and roof) -(Length, Height, Width, Depth) -Curve -Different Styles? Rear Window (This probably affects Pillars and Roof too.) -Size (Length/Width) -Curve -Slope High mount brake lights -Size (Length/Width/Height) -Different Styles? Rear Fender -Different Styles? No Style/With Style? -Curve amount around arch? -Fender Arches (Length/Height/Style?) -Depth behind wheel? -Brake Ducts? Trunk/Hatch (No morphs that switch truck to hatch. We're designing to specific vehicle types.) -Size(L/W/H) Remember, do not change wheel mount locations! -Curve -Aerodynamic styles? Rear Plate Area -Curve -Size (L/W/H) -Different Styles -Plate/Tag location -Plate Lights Size/Style Taillights -Size (L/W/H) -Curve -Different Styles -Reverse Lights -Seperate turn signals? Rear Bumper (May want to link some styles to Base Width?) -Different Styles -Depth Rear Spoiler/Defuser -Size (L/W/H/D) -Different Styles Suspension (Do not change wheel mount location wheelbase and track!) -Ride Height (Front And Rear?) -Camber? Open Tops: -Seats -Size -Style -Number (Remember vehicle type) -Steering mechnism -Size -LHD/RHD/CD -Dash -Size? Flooring -Driveshaft tunnels? Other Vehicle Types specifics: We'll talk when we get them funded. Accessories Sunroofs Antenna Fuel Doors Mud Flaps Moldings Washer Nozzles Exhaust Side Mirrors Exhaust Hood Ornaments Scoops Vents Wings/Fins/Lips Wipers Roof racks Any other ideas? Mounts Wheels Marque Badge Area Any accessories that you don't want to animate into the body but want auto mounting. Click Placement We probably can reuse some of the designs you like above, like mirrors. Cut them off of the body models, keep the morphs. Then create click placement accessories of them. Just remember, when making different styles of things above, to have a "none" style in addition to whatever styles you make. Texturing: TBD, but from what it looks like, you should be able to texture the vehicles as much as you'd like leaving specifically named groups for us to change paint colors of. We'll try to get shader systems better implemented with OpenGL3. But you should be able to texture specific details (maybe even normal map) things like door jams, etc. Position Links: http://4.bp.blogspot.com/_G6ho6YshrHc/TIGZgTZf60I/AAAAAAAACdg/zHWyGD9Xw0g/w1200-h630-p-k-no-nu/kereta+part.png http://www.visualdictionaryonline.com/images/transport-machinery/road-transport/automobile/body.jpg