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m0ng00se

3D SEX Villa!!!

18 posts in this topic

Well hopefully that got your attention. There is an old animated 3D porn game around that you've all probably seen called 3D Sex Villa by Threexxx. Probably circa 1994. The game is crap but there is something about it that really intrigues me. You've all told me on here how it is impossible to get clean animation with high polygon count meshes and how the bigger the sprite the poorer the animation etc... etc. So what I want to know is how come way, way, way, back in 1994 some bunch of porn clowns could get such clear animation of 3D Models and how they do it???? I would really, really like to know how that animation is done. Not for porn but just to know how they get a high polygon mesh of any type and of that size to animate cleanly. Everybody on here keeps telling me it can't be done yet I have this old cheap and nasty game that did it way back in 1994. Well that's what it looks like anyway. If you haven't seen the game and can't find it on the net then let me know and I'll try to find the installer I have for it somewhere. Am I allowed to upload the cracked version for people to check out? -m0ng00se (NZ)
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I have never seen the game before (which is understandable since I was 14), but there are a number of ways I am betting it can be done. From you description I just assume low polygon model with very smooth animation. Simple and easiest way is the way Quake games did it. All you do is basically make key frames of the model and then interpolate (using b-spline or another method) through the frames. If it was dynamic animation then I am going to assume they used a simple bone/skin system. There are a lot of amazing methods people have come up with that are quite genious.
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Quote:
Original post by m0ng00se
Am I allowed to upload the cracked version for people to check out?

No.

It should be ok to upload screenshots or (since you're talking about animation) video captures though.
For video capture, you could try FRAPS, although I haven't used it myself, and I don't know what restrictions there are on the free version.

John B
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Yeah, I am going to stick with my gut on this one after seeing a screenshot:

NSFW

[Edited by - Ravuya on January 3, 2008 10:43:58 PM]
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Yeah, definitely looks pre-rendered, you should be able to get a real time render to look like that (or very close) with today's normal maps. Now, real time sub surface scattering, that would be nice. [smile]
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Okay I can see you all know what I'm talking about so I have a few questions for you experts (I am a total newbie just learning this stuff).

If pre-rendering gives you that clarity and speed then why aren't all games pre-rendered? I realise that is probably a really stupid question but I'm more familiar with 2D stuff where I pre-render all my sprites anyway.

And how do you pre-render a whole animation anyway? Can somebody point me at a tutorial or something that describes what you guys are talking about. I understand the "on the fly" rendering built into most modern game engines but I know nothing about pre-rendering a whole action sequence. Surely that would slow the game down a lot?

I want to learn how to do a clear animation like in 3D Sex Villa with big 3D models that look nearly real but not porn. More a guy sitting at a bar drinking a beer for example. I write chatterbot AI stuff, so for example you could then go into the bar and chat to my beer drinking animated sprite using my AI engine.

Just to give you an idea of what I'm trying to do here.

-m0ng00se (NZ)
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Actually looking at other screen captures it may not be pre-rendered, are you able to move (orbit) the camera freely? if so, then its not pre-rendered.

Quote:

If pre-rendering gives you that clarity and speed then why aren't all games pre-rendered? I realise that is probably a really stupid question but I'm more familiar with 2D stuff where I pre-render all my sprites anyway.


Many reasons, pre-rendered assets take a whole lot more disk space than 3D assets, you are stuck with a single camera angle, it takes more time to produce, etc.
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gametrailers.com has a video preview, and it seems realtime to me. The user moves the camera, and erm, many other things.

Either they were doing something incredibly clever in 1994, you were mistaken about the release date or everything google comes up with is about it's sequel; aptly named '3D Sex Villa 2'.

Anyhow, typing the thing into any search engine just gives several hundred ages of torrent results. Games sites don't have the release date, or anything beyond its title for that matter.

The best looking 3D game for 1994 I could find on my shelf was Wipeout. Maximum resolution was 320x200, and it looked UGLY.
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Hmmm my apologies. I have no idea where I got the idea it was 1994 from. I think I got confused with another thread I was in talking about VB evolution in 1994 and VBRUN**.DLLs.

It's actually 2005. I just fired it up and checked which also reminded me yet again just how good the animation is and how clear the models are and they can run at almost full screen without jagged edges or skipped frames. Yes it has multiple cameras that can be panned and it is interactive so it's not some sort of movie clip. It seems to me to be proper 3D animation of high polygon mesh models with high resolution textures but you guys would know more about it than me.

Anyway I may be ten years out on the date (I apologise again) but I still want to know how it's done even more after seeing it again. I have no interest in designing the next Warcraft or Doom or Tank game or whatever but animating big 3D models in real life scenarios is my thing. Porn doesn't interest me but the technical aspects of the interface and how they did that animation does interest me greatly.

Whatever they're doing there with animation is exactly what I want to learn to do. Can anybody suggest a game engine for example that would be more specific to something like that rather than a terrain editor, low polygon sprite type FPS type engine that I currently use (DARK GDK).

-m0ng00se
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Actually that doesn't look so super-high polygon count. Thats one of the great things with skin tones and such, is that the texture is really where the model comes to life. Animation is pretty easy, and seriously even high poly models were not hard to render way back when [you just couldn't render a whole lot of them]. Something like this is likely only a tiny handful of really big draw calls.

I rather doubt something like this would be all that hard for even hardware of that day [and even if it was run in software, it isn't doing any fancy, and thus difficult, computation with what is being drawn]. Doesn't look pre-rendered, though.

And here I thought you got your animations working, and were coming to show us all the fruits of your labor. A game called 3d sex villa.
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LOL, actually I have got my animation working and I have got a game at early beta but not to the standard I want and not with the interface I want which is why I'm asking these questions. Porn is boring at my age, I prefer real women so most of my work has been on the chatterbot AI engine for my game not the animation. So far I've just done it all in 2D with sprite sheets because the mesh models I'm using are copyright so I can't use *.X or *.obj files till I either get permission or make my own.

I've got a horny good looking chatterbot sprite that strips if you treat her right or abuses the hell out of you if you don't... just like a real woman. Plus she is a lot easier to get on with if you get her drunk.

My web site for my game is http://www.freewebs.com/m0ng00se/

Now is somebody going to tell me how to get started on switching my game to 3D instead of 2D please so I can put 3D sex villa out of business with a much superior game?

Thanx.

m0ng00se

m0ng00se@xtra.co.nz
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I'm reasonably certain you can use .X and .OBJ files without any strings attached. Or, for that matter, virtually any other model format. Lots of games use all kinds of formats.

You might want to ask someone who is more legally savvy than myself, but these formats are widely published and available. In all seriousness, if the use of the formats was illegal, Blender would have been shut down long ago [and they've been around for years], along with many other profitable games that use these various model formats. Pretty sure they are freely usable.
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Quote:
Original post by m0ng00se
Now is somebody going to tell me how to get started on switching my game to 3D instead of 2D please so I can put 3D sex villa out of business with a much superior game?


Well, starting out in 3D means you first need to setup an 3D environment. You need (presumably) an environment(Inside of a cube would suffice to start with) with 3D models in it.

I'd say, start out with a 3D camera which you can rotate, and then start loading 3D models which you can place in front of the camera. Once you got basic 3D rendering, you can add in stuff like clothing on the models, animation(Including animations of the clothing) and model customization(ie, eye colors, hair color, body sizes, etc.).

Toolmaker
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Quote:
Original post by m0ng00se
the mesh models I'm using are copyright so I can't use *.X or *.obj files till I either get permission or make my own.


MakeHuman - As far as I know, models exported from this are free to use however you want.
Then it's just a matter of implimenting skeletal animation or finding a suitable library thereof.

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3D sex villa is indeed real-time 3d animation. Its a decent site, but way overpriced for what it is.

The models are decent, but nothing spectacular. Looks like any other 3d game to me.

In terms of animation they are just using standard skinning techniques (aka bones) and playing back a series of animations in real-time. You would have to actually animate the character in a package like 3dmax or maya and then export it to whatever 3d engine you might be using. High-res meshes are not the biggest problem anymore. Especially if there are only 2 or 3 characters on screen at once.

If you want to take about high-poly animation, check the nvidia adrianne curry demo:
Adrianne Curry Nvidia demo
If you have an 8800 you can download the realtime demo for the nvidia site.
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Quote:
Original post by m0ng00se
Okay I can see you all know what I'm talking about so I have a few questions for you experts (I am a total newbie just learning this stuff).

If pre-rendering gives you that clarity and speed then why aren't all games pre-rendered?


If filming things allows for telling a compelling story and directing the viewer's attention to specific things instantly, why don't we watch a videotape of reality instead of going out and experiencing it?

Same reasons: (a) not enough storage space; (b) only one viewpoint.
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