: Well offcourse, but there is a lot which can be done with transparancy
: (Spht'Kr-helmet, trooper's helmet, energy balls/shields/rays etc.)
: Good thing I didn't mention glowmaps (or god forbid even DOT3 bump-mapping :)
: I read a while ago you had a particle-sytem in mind?
Oh, didn't I say? Already done.
: How do you see the animation be done (eventualy)?
: Static poses which get inbetweened by interpolation?
: The poses replace the frames/sequences from Marathons Shapes?
That's it exactly. Interpolation is already working, but there are no different frames to interpolate to with these models.
: Or a whole new set-up, including a soundtrigger for certain poses? With
: customized new animations, multiple randomized different
: attacks/walks/idles/flings and deaths and such.
Hmm, that's an idea...
: (Oooh, for the wishlist: an animation/rigging editor with live updates
: including particles and sound, must clean laundry too.)
: Awesome, do you envision Meshwork a proper building tool?
Meh. Yeah, I guess.
: Can models have bounding-boxes too? This way one could create organic
: landscapes (big mesh),
That's not a bounding box, but do you mean trimesh collisions?
Anyway, no. Trimesh collisions are slow. E0 only uses cylindrical ones. However, you can make bridges of enemies (Stand on top of objects if it's so set in the physics)
:even the coveted Balcony & Bridges
Already working. Look more carefully at the screenshot.
: 3D-map instead of Marathon's 2.5.
Going to add solids, which will allow full 3D maps, Quake style. The AI might not be happy with it, though.
: Oh well, now I'm at it, this could even
: create the possibility of mountable vehicles, can I pre-order a Juggernaut
: with the pink leather interior already? ;p
All this would need is a polygon type - or script - which switches the physics in-game. That's piss easy. :D