Difference between revisions of "GIBS WIKI"
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<h2 id="mp-tfa-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;"> | <h2 id="mp-tfa-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;"> | ||
− | What are gibs? A brief | + | What are gibs? A brief introduction.</h2> |
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In most first-person shooter games, if you attack with great force, enemies will fall into pieces. These are called gibs, and have been used in computer games for a "realistic" death effect for many years. Due to technological constraints, the effect was in fact more complex – once the enemy got killed by the player, its "lifelike" model disappeared, and was immediately substituted by a bunch of fragments that fell to the ground. These fragments weren't part of the original enemy, but separate gib models conceived specifically to express mutilation. Glossed over with special effects, this process did approximate exploding a body, but was in fact just a replacement – in video games, there is no continuity between life and death.<br> | In most first-person shooter games, if you attack with great force, enemies will fall into pieces. These are called gibs, and have been used in computer games for a "realistic" death effect for many years. Due to technological constraints, the effect was in fact more complex – once the enemy got killed by the player, its "lifelike" model disappeared, and was immediately substituted by a bunch of fragments that fell to the ground. These fragments weren't part of the original enemy, but separate gib models conceived specifically to express mutilation. Glossed over with special effects, this process did approximate exploding a body, but was in fact just a replacement – in video games, there is no continuity between life and death.<br> | ||
The above became less true with increased adoption of simulated ragdoll physics, forerun by Trespasser in 1997. There, ragdoll physics prompted the developer to abandon modelling gibs, in favour of a mechanic wherein a killed dinosaur collapsed to the ground quite naturally. Such a depiction of death was less brutal, similarly realistic, and can be said to resemble how many parents explain death to children – "the dinosaurs are sleeping". The gibs era can be considered over with the introduction of a synthesis, [[citation needed], the game which allowed players to chop off any part of an enemy's body, thus reestablishing the link between life and death we know from physical existence. | The above became less true with increased adoption of simulated ragdoll physics, forerun by Trespasser in 1997. There, ragdoll physics prompted the developer to abandon modelling gibs, in favour of a mechanic wherein a killed dinosaur collapsed to the ground quite naturally. Such a depiction of death was less brutal, similarly realistic, and can be said to resemble how many parents explain death to children – "the dinosaurs are sleeping". The gibs era can be considered over with the introduction of a synthesis, [[citation needed], the game which allowed players to chop off any part of an enemy's body, thus reestablishing the link between life and death we know from physical existence. | ||
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<h2 id="mp-dyk-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;"> | <h2 id="mp-dyk-h2" style="margin:3px; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #a3bfb1; text-align:left; color:#000; padding:0.2em 0.4em;"> | ||
− | + | If you know that a game features gibs, here are three ways for you to submit data to Gibs Wiki.</h2> | |
+ | [[File:tips4ghof.png|right]] | ||
− | <br> | + | '''Option 1:''' If you don't have experience with editing wikis (wikimedia syntax), please submit a memo at [[Tips on gibs]] and let other members take it from there.<br> |
+ | '''Option 2:''' if you do have basic wikimedia skills, but you don't have the means to locate or excavate the models from code, please refer to the [[First-Person Shooter Checklist]] and modify the relevant entry with a 'YES' in its last column.<br> | ||
+ | '''Option 3:''' If you're comfortable with using wikimedia syntax, have located the models and figured out how to convert them to a universal format like 3ds, feel free to submit to the centerpiece of Gibs Wiki, the [[3D Gibs in 3D games]] database. <br><br> | ||
− | + | For general comments and discussion, please visit the [https://www.reddit.com/r/giblets/ giblets subreddit]. | |
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− | + | Methodology</h2> | |
<br> | <br> | ||
Established in 2016, this wiki is happily open to all contributors. The aim of this wiki is to create a comprehensive database of all gibs. However obscure, earlier and more primitive models will be treated by admin with priority. | Established in 2016, this wiki is happily open to all contributors. The aim of this wiki is to create a comprehensive database of all gibs. However obscure, earlier and more primitive models will be treated by admin with priority. | ||
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− | == | + | == Quick Links == |
* [[Tips on gibs]] | * [[Tips on gibs]] | ||
* [[About the Gibs Wiki Method]] | * [[About the Gibs Wiki Method]] | ||
* [[Testimonials]] | * [[Testimonials]] | ||
+ | * [[3D Gibs in 3D games]] | ||
+ | * [[First-Person Shooter Checklist]] |
Latest revision as of 17:00, 11 September 2017
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