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Want to help with animation


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#51 Noisycricket

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Posted 28 April 2009 - 11:14 PM

Sweet :) Hope im of help bringing the feeling of the Thief series to TDM. Is there any animation that is greatly needed/desired by anyone?

Want me to email Sparhawk?

Edited by Noisycricket, 28 April 2009 - 11:28 PM.


#52 Springheel

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Posted 29 April 2009 - 07:56 AM

Why is SVN access needed if the only file necessary is the proguard rig? We could just email that file, and he could get started making .mb files right away, correct? It's not until we get to the point of exporting to md5anim files that SVN access becomes necessary.
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#53 Flanders

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Posted 29 April 2009 - 09:10 AM

Why not give him svn acces :huh: ? Doesn't he need that to access the model repository? And he needs that to commit his own animations. Just send a personal message to Sparhawk with your preferred password for svn access. One of the admins can change your status to contributor, I'm sure one will do if they read this :) . Once you are made a contributor you should start with reading this:
http://forums.thedar...?showtopic=6694

#54 greebo

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Posted 29 April 2009 - 09:36 AM

I'll go and set him up as an Applicant. Though I'd prefer if a small startup task is given to complete the application.

@Flanders: can you take care of sending noisycricket the proguard rig, so that he can attempt to create a small idle animation cycle?

@noisycricket: you should be able to see the Applicants forum now. Feel free to open a new thread there.

#55 Tushaar

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Posted 29 April 2009 - 01:17 PM

Sorry for sounding like a newbie but do you happen to have the ability(animation?) to go against walls from thief 3 =] It's quite useful =P

Edited by Tushaar, 29 April 2009 - 01:17 PM.


#56 Mortem Desino

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Posted 29 April 2009 - 01:32 PM

It's actually pretty useless in a first-person game. It kind of breaks my immersion that I must think of "press this button to touch back to wall." When I'm on my desktop PC, I almost unconsciously scoot my butt back so I'm touching the back of my chair! ;)

I used it in the Thief 3 tutorial and forgot that it existed for the rest of the game. Same applied to me even in Splinter Cell; I recognized its use only whenever I saw a tight space, otherwise I forgot about it.
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#57 Tushaar

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Posted 29 April 2009 - 02:51 PM

It's actually pretty useless in a first-person game. It kind of breaks my immersion that I must think of "press this button to touch back to wall." When I'm on my desktop PC, I almost unconsciously scoot my butt back so I'm touching the back of my chair! ;)

I used it in the Thief 3 tutorial and forgot that it existed for the rest of the game. Same applied to me even in Splinter Cell; I recognized its use only whenever I saw a tight space, otherwise I forgot about it.


I use it quite often, it makes your foe spot you only when he is touching you. =] It makes moving in hallways much easier, i think. =))

Edited by Tushaar, 01 May 2009 - 04:59 AM.


#58 Mortem Desino

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Posted 29 April 2009 - 03:34 PM

1) In Tears of Saint Lucia (And thief 1-2), if your lightgem was at its lowest, you could only be noticed by touch or sound.
1) It's pretty unimpressive without 3rd person view :(
2) In 1st person, you would have to draw clunky and sort of ugly "ghostly body parts" to show as a "You are wall-hugging" indicator (like Thief 3 did).

What you said was absolutely true in Thief 3, but it unfortunately doesn't work well in a first-person game. I'm almost certain that after we release, someone will come around with a Dark Mod patch or mod that could add 3rd person and wall-hugging. :)

By the way, glad to see you registered on the forums and show such interest in the mod! ^_^
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#59 Noisycricket

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Posted 29 April 2009 - 06:15 PM

Why is SVN access needed if the only file necessary is the proguard rig? We could just email that file, and he could get started making .mb files right away, correct? It's not until we get to the point of exporting to md5anim files that SVN access becomes necessary.


Theres only a couple of things i think i'll need, because i don't think the code currently waits until the standing-idle cycle is finished before it transitions to another standing-idle-emote animation (ie. stretching). Although the engine blends, transitions would be less noticible if i were to use the middle position of the standing-idle animation. So, i would need the current standing-idle animation unless the current standing-idle animation starts the character sway movement in the middle.

My email is: tory40 comcast net

#60 New Horizon

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Posted 29 April 2009 - 06:46 PM

I use it quite often, it makes your foe spot you only when he is touching you. =] It makes moving in hallways much easier, i think. =))


It was a 'mode' that you could go into in T3, like lock picking, we didn't want to unnecessarily put the player into 'special' modes...we wanted to stay as true to T1/T2 as possible. In any case, wall hugging was more of a visual gimick for the third person perspective.

#61 Domarius

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Posted 29 April 2009 - 10:23 PM

I believe it's good to try and make this just happen naturally if possible - the fact that you move your person up against the wall should give you a lightgem bonus, and mappers should be careful to place patrol points and hallway widths that you can let them slip by you without bumping into you, if that's what they want to allow.

#62 Tushaar

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Posted 29 April 2009 - 11:34 PM

1) In Tears of Saint Lucia (And thief 1-2), if your lightgem was at its lowest, you could only be noticed by touch or sound.
1) It's pretty unimpressive without 3rd person view :(
2) In 1st person, you would have to draw clunky and sort of ugly "ghostly body parts" to show as a "You are wall-hugging" indicator (like Thief 3 did).

What you said was absolutely true in Thief 3, but it unfortunately doesn't work well in a first-person game. I'm almost certain that after we release, someone will come around with a Dark Mod patch or mod that could add 3rd person and wall-hugging. :)

By the way, glad to see you registered on the forums and show such interest in the mod! ^_^


Im a thief freak :P At the moment im playing all thiefs all over again on expert difficulties =] Im very interested in TDM but unfortunately i have no game programming skills at all, so i cant help you :(

#63 Baal

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Posted 30 April 2009 - 06:04 AM

You can try darkradiant and built your own missions. :)

#64 squill

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Posted 01 May 2009 - 04:26 AM

Theres only a couple of things i think i'll need, because i don't think the code currently waits until the standing-idle cycle is finished before it transitions to another standing-idle-emote animation (ie. stretching). Although the engine blends, transitions would be less noticible if i were to use the middle position of the standing-idle animation. So, i would need the current standing-idle animation unless the current standing-idle animation starts the character sway movement in the middle.

My email is: tory40 comcast net


Some more info before you start:

Rig setup and use:
http://wiki.thedarkm...e_Animation_Rig

You can take the first frame of the idle animation and start from there your new animation which should end with that same frame. Has anyone already send him the file(s)?

#65 Noisycricket

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Posted 01 May 2009 - 01:58 PM

No one has sent me the files yet. Got em.

#66 demagogue

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Posted 20 May 2009 - 03:47 PM

I believe it's good to try and make this just happen naturally if possible - the fact that you move your person up against the wall should give you a lightgem bonus, and mappers should be careful to place patrol points and hallway widths that you can let them slip by you without bumping into you, if that's what they want to allow.


Yeah, one thing I like about how the light radiuses work is that you (an author) tend to run them up to the wall, so there's a nice fall off right at it and you get this effect naturally. Also crouching gives a lightgem bonus, so it accomplishes the same goal with what's already there.

(Not sure why I'm suddenly posting this 3 weeks later, lol).
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