Jump to content
The Dark Mod Forums

Baddcog

Member
  • Posts

    5348
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Baddcog

  1. Regarding sounds:

     

    *I did find this in func.def (doom/base/def), under func_anim. I assume this just plays all the time:

     

    "sound_bone" "origin" (choose which bone sound comes from)

     

    *this is in env.def (doom/base/def) I think this plays on frame 1 of anim,

     

    model env_storagecabinet_openback {

    mesh models/md5/environments/storagecabinet2.md5mesh

    anim open models/md5/environments/storagecabinet.md5anim {

    frame 1 sound storagecabinet_open

    }

    }

     

    *I've looked thru a few defs, and objects in game. The cahin and the swing lights both have collision sounds (metal) when hit with weapon and they swing due to their AF's. However they don't make swing sounds.

    It's possbile we could use this

     

    "snd_bounce" "bodyparts"

     

    And have a "signparts" designation. maybe an overlap of a weapon hit and squeak all in one sound?

     

    BTW----

    I did add an animated object page to the Wiki before. It's gonna need some major updating now though.

  2. Sounds pretty cool.

     

    This is probably obvious to you but if the locations have weights applied and the ai navigate towards higher weights the lower weights should fall off as the others build. Seems fairly realistic too me. maye the dropped weights would be put on a backburner, so the ai stop calculating them once they have ... sorry tired...

     

    say you have 4 locations the ai notices. each have a weight of 5 (I assume this is what you have in mind, I odn't program so I'm guessing). a noise is heard by one of them, so it's weight goes up to 8. maybe to save resources each Ai can only have 20 points of weight. That means 3 points need to be subtracted from the other 3 locations. Maybe by distance "that shadow is furthest from noise, I'll look there last" so it loses 2 points to be at 3.

    the next furthest loses 1 point.

    now they are 8, 5, 4, 3. If a location gets to 3 it is onthe backburner. The ai will store it but not go there unless all other places have been checked, or if a noise is made there ... otherwise it would head for 8 first, check then go to 5...

     

    ?

  3. Glad you like him. I do think I got carried away with the idle, but it was so much fun getting to that point finally.

    I think just a little bit of bobbing (the body) will give the legs movement without them lifting, then maybe a little shuffle to let of steam.

     

    Currently I'm redoing some of the bones structure so I can correctly limit the 'hip' attachments correctly. It'll make anims much easier. I'm also looking into IK solving to simplify anims, so far that's a work in progress.

     

    I've also started on the AF file setting up collision model, so yeha, that also is wip. Was easy setting up body so he died and fell down, but as soon as I started the first leg he tips over all weird. next 3 legs will help stabalize him though.

     

    the texture is still wip too. I did finish up the mapping, just need to dirty him up, maybe work on the lantern lid a bit still. That was kindof a quick hack to get the uv done.

  4. This sounds great Ishtvan!!! I'm excited, but need a break right now. Been setting up AF for bot, lots of bodies, kindof working.

     

    I'm a little unclear on some of it though (sorry, it's still all a bit confusing having 4+ files per object, sometimes I get lost going back and forth):

     

    TBD is the name of new spawnarg? oh wait, you mean To Be Decided, right?

    So the CombatModel 1 is actually reading the simple AF bodies, not the entire mesh?

    And everything you listed under Animated Object goes into the af file, except idAnimated which goes in the def file.

     

    Think I got the non-animated part. Just figured out how to get the 'fixed' part to work with my lantern bot, not sure I even had that right on chest, could've been why it was flying around, will check.

     

    I'd almost go with #2 on the shop signs. That would be like flourescent lights in doom, looks cool when you whack em. I think for the most part that would be the best base to have for the mod. Just objects that react to player input.

    Wind is more of an enviromental, that can add alot to missions for sure. Although in T2 I saw it rarely used on signs even though they did have joints. If it could be controlled by scripts and used by authors that wanted too great, but i think signs that move when hit would just be a better every FM prop. My opinion though.

     

    There is the one machine we have so far that could be animated, more would be good. Not sure who made that or the gears, unfortunately they are in obj format and I haven't had luck getting those thru textured.

    Maybe I could get a base file to work off of? or a 3ds if someone can export that.

    I'd just like to have the gears and any equip that can be used for all working machines, that way they'd match better instead of having 3 machines that look made by 3 different people.

     

    Did I mention I'm excited?

  5. Kindof a general whatever I've been fudging with test_map. Nothing special for sure.

     

    Just wanted to update, I did uncomment the 'channel' lines for torso and legs. I thought that had more to do with animating in one channel or another, still don't undertand it obviously.

     

    But now he can play anim AND turn around to watch you.

     

    I found an AI import tut by Brain Trepaning. His other tuts weren't very informative but this is an hour long slog thru ai, beginning to end. Boring but helpful.

  6. Yeah it's alright. I just figured I'd start fishing.

     

    It seems to me the IK that book uses is almost just a reference to the ik bones, from what I've seen so far.

     

    I don't expect anyone to teach me to rig either, I know that could be a pain.

     

    I guess ascottk already answered my Q, not too important for D3. Currently I've realized that I can add IK to the rig I have, was having a hard time with that yesterday, just couldn't find that button :D

     

    Now I'm just fine tuning the rig, I had a few bones at an angle and couldn't lock the rotation in 2 planes. Once I get those cleaned up I'll be back at messing with IK and looking a little deeper into the def files.

  7. Need some rigging advice here:

     

    OK, so I got the bot rigged, but I didn't use IK. I haven't messed with it for years but I'm reading thru the Max tuts again. I did it then so I know I can again.

     

    My questions however have to deal with what is proper set-up to use for best results animating and using Dark Radiant.

    I know I need to add some bones for IK to the knees so the ai (lantern bot) can use stairs.

     

    But what would you guys recommend, starting over and using IK for all bones? A current problem is making the body wobble some during idle anim. I'd probably have to go thru and adjust all legs to the wobble, would it have nbeen easy if it was an IK setup to begin with?

     

    I did read the maya tut and others at the Wiki, and all I could find on web, but most tuts are more of just program specific tuts and really don't go into much depth about best ways to set-up rigs for Doom3.

  8. Well, I do have the basic principle of AF down, I've got the chest lid fixed so it doesn't flop inside itself anymore. But the damn thing still acts like a mexican jumping bean.

    Anyway, it shouldn't be hard too to make a very simple AF (fall on ground laughing) so it could fall, but the player doesn't have to frob it I guess, which would probably save work with the AF being too precise.

  9. well, I do have the extra bones that I'm supposed to need on the knees for IK. But I haven't set up any limits or anything. Haven't got that far into it yet, not sure what degree of IK is needed.

     

    I thought about making the body move AFTER I did everything else so I just tested as is.

     

    I couldn't get him to react AND play the anim at all? One or the other. hmmm.

     

    He is non-combatant, I suppose he could have vision for now just for test purpose, in fact I think I left that alone in the def file. But eventually hearing only. Then he'll make a high pitch whistle to give player away.

     

    I think I meant to make him bigger to, not quite double the size.

  10. Yeah, I just took that printscreen of max so people could see the bones. I know modelers are familiar but anyone else might like to see some behind the scenes action. Don't blame ya for not wanting to mess with the rigging too much, kindof a pain.

     

    Anyway, couple hours to rig and I think it is good. I'm gonna try and do all the anims for him since it is something I have wanted to do for along time. If it works it'll save the other animator time, if not at least I tried.

     

    I did upload it to SVN, test_baddcog.map. He's just standing there as animated obj right now to test the idle anim, I like it, not really smooth but he is a steambot after all. kindof rickety anim.

    Want to add smoke the the smokestack pops up. got the gauge dial timed to the steam release.

     

    Maybe someone can check for me too, I kindof hacked pieces out of the spider def. It seems like he should stand there and play the idle anim, but he doesn't. Haven't finished all the IK defs or added an af yet. Don't know if that matters. When set as Ai he does turn to look at ya, will watch you walk around room (from the side, guess I need to rotate him). But he doesn't animate.

  11. Figured I'd show the progress, been awhile scine I touched this guy. Didn't want it to stagnate too long.

     

    Got 'im rigged. gonna try to animate him. That shouldn't be a problem, the rig works good, just have to work through the process once. The first time always seems the hardest but the chest prepped me a little.

     

    I decided to leave the 'ear' in the cneter, was really the best spot for it, fills up that space and with it there he can turn to hear in almost all directions without it bumping the lantern.

     

    I thought my idea of the 'ear' hearing and screaming was kindof lame, plus I know you guys wanted it somewhat asym, so I decided to add a whistle. Should be easy to find a loud whistle noise eh? Simple steam whistle is all.

     

    lbotrigty3.th.jpg

     

    Not really sure if we'll need an AF, the death could just be a fall down anim. Player doesn't need to drag bots does s/he? More reason to plan out the kill.

     

    ----@ springheel

    about that face bot, been thinking. Not sure about animal faces. Maybe humanish faces would be better. I really like the looks of the faces on the concept, maybe we can get redface to do a closer detail? I don't want human, but I'm thinking 3 animal faces might be 'lopsided' in a bad way. I think the head should be fairly symetrical and making a goat, lion and snake might be hard to do.

    Deffinately in any case hopefully it will turn out to be very gargoylish no matter what. I think that's the main thing.

    Redface's looks somewhat lionish from the side. somewhat human from front.

     

    I still do like the comedy/tragedy thing to a degree. But not so much com/trag as 2 faces with different expressions,

    the attack face almost expressionless.

  12. It's hard to add wires, ect... to a lights tex and make it look good since the whole tex is lit.

     

    You could have just plain glass, then put another plane just above that one, put wires with an alpha on it. They'd be nice and dark then, with that I think it would look stellar. Would only be 16 more polys so that wouldn't be that big of a deal. That way the glass and/or wires could be reskinned to for variations (although they aren't needed)

     

    The weird thing with that tex is that the wires look more like glass in the bottom pic but look more like wires in the top.

     

    You should make an alternate version too though, one that just hangs straight down. Did all that work might as well capitalize and whip out a quick varition for hanging.

     

    Nice boats too eh.

  13. Forget I'm working with a chest.

     

    It's just an animated object with 4 anims (in this case idle, opening, open, closing)

     

    AF attached, but it flips out when the game starts and 'springboards' across the room. However the af is a box and cylinder that are attached to bones so a crate drop on the round lid will roll off.

    Basically I think it's very close to what we need to have proper physics on ANY animated object, but having simple collision models instead of Combat Model checking everyface for collision.

     

    The main prob right now is getting it to stay where it is placed, and to keep it from moving when it gets touched by anything other than player. Sometimes it only budges which isn't that bad, but sometimes it flips upside down or flies across room. And also having the anim run WITH an AF attached.

     

    --EDIT---

    I tested with

    health 0

    damage 0

     

    That did seem to help the flying across room a bit, only does it once in every 10 sword hits now, for the most part just twitches a little.

  14. Yeah, I guess that's true about the chest.

     

    Might not be good to animate them. I just wanted to start from scratch with an animated object and take it thru the entire process to make sure I was rigging correctly and all that.

    If I can figure this out then any other objects like the clock would be easy.

     

    I did try health 0, didn't seem to work, and I thought that might actually 'kill it' too, like it starts out of health.

    Also trying "damage" "0" which is supposed to make it not take damage. Don't know if I've tried em together though.

     

    I did upload test_baddcog.map, the chest files and sphere light and stairwell if anyone wants to take a look at that stuff. I've got particles in the light, close maybe but not perfect.

  15. oh, well that is very similar to having hands that rotate and are placed seperately, but they'd already be a part of the clock. Of course that takes adding them to the clock model(s), seperate planes for each hand in front of clock face.

     

    I think either way really, 6-1, 1/2 dozen whatever... I guess that way is slightly easier for author as they only make one object.

     

    I don't mind doing this to the grandfather clock either. I guess the good thing is that one hand size will fit all as it will scale to the planes on the clock. We could always skin different hands, but they'd use the full size of the texture.

    -----

    So I guess if it's OK for me to modify the gf_clock I will add it to my list

    Basically it would be:

    *new face for clockface texture (that can be reskinned, this'll make the clock look better too as the face now is small and pixelated)

    *2 transparent planes in front of that for hands.

     

    It also doesn't have glass which would be cool to add IF someone can figure out a good glass material.

    I haven't had much luck, the one I modified for the lab tools and gauges is not what I'd like. It doesn't need distortion it just needs to be clear and not shine so much. If there's a bright light on the gauges you can hardly see the faces.

     

    I guess I could also change the gauge meshes to use this same technique.

    -----------

    Can animated textures bounce back and forth for the gauges? or can they only rotate. These are the Q's I have before I redo em.

  16. I'm not sure how animated tex works in Radiant.

     

    I just assumed it would be something like an animated gif, mpg, or series of tgas. In which case you need ALOT of files to make the hour hand and minute hand rotate around the clock for 12 hours and have a smooth anim.

     

    Now if it's more like flash where you have seperate objects that are more vector based the file size would probably be drammatically smaller.

     

    So shed some light please, what type of file is it? I'm tired of diggin thru 20 damn mtr files or def files to find one little thing. I'm starting to realize what the worst part of this editor is. Everything is referenced in 12 places without paths so you can't find the crap you're looking for without wasting tons of time guessing and scrolling thru the files.

     

    -------------

    However I still think having 2 little clock hands is the best way to go, they could easily be placd in all clocks too. Just like the door hinges, we can have a rectangle (2 polys) and just reskin that, want smaller hands, make em smaller on texture. They'd just have to be centered so all the hands had the same rotation location on the texture.

    plus that way each clock could have skins for faces and hands, making them alot more customizable. The rectangles (hands) themselves just need exported so their rotation location is in the correct spot.

     

    Unfortunately the grandfather clockface is on the main tex, however it's an md5 so I might be able to import it and remap the face onto another object so it too could be reskinned. That would probably mean I'd need to renaimate it, but that's simple.

    It's getting the af files right that's killing me, but once I know how other objs will be easy.

  17. Nice atmoshpere, but i think if you are to do something for us to build it would need to be a "full' scene.

     

    Like a tunnel with multiple offshoots. pathway, waterway, pipes. drains, maybe some basic machinery (pump, water tank). rats.

  18. I understand that to a degree, and that's wh ythis puzzles me, I think I only have one joint per body, correct me if the above example show differently.

     

    Basically this is my hiearchy

     

    origin (contains no verts)

    basebone (contains all verts for bottom of chest - only keyframed for AF_pose.anim)

    lidbone (contains all verts on lid - keyframed for all anims)

     

    Maybe I need to add containedJoints "-*lidbone" to basebone so that bone isn't included below the lidbone?

     

    Alright: I was under the impression that -*lidbone would contain up to AND including the lidbone into that body, when actauuly it stops lidbione from being a part of that body.

     

    I'm gonna Wikify this stuff when it's all said and done.

     

    So the error is gone, all bones/joints seem to be in proper places along with their respective bodies.

    ------------

    Now the biggie.

     

    Anytime anything physical (crates/weapons) but not player touches the chest it flies off wildy. And the chest starts off broken when I load a map. If I go into editafs and choose the chest and adjust any parameter it rights itself until I hit it, at which time it flies off.

  19. Well, an animated texture would have to be huge to cover a few hours of gameplay. Also, does every mission start at midnight? What if the player wants to set-up a custom time or wants a backwards rotating hands for horror mission...

     

    Rotating hand models would be cake. I think they could be basically set to rotate at correct speeds as an entity so the author would just place em in the world and rotate em to whatever time they wanted to start.

     

    I take it this means we can change the clock face to no hands?

  20. No, I know about the check mark to show inherited props. The problem is when I create the chest from the entity list, it shows everything in the def file (including "articulatedFigure" "chest_collide.af"). I've also used "ragdoll"

    and "chest_collide" and all four in every combo possible, but that doesn't work. The AF file is never created WITH the chest entity.

     

    Does anyone know where I can find the rope.def file? It's so hard findsing def files that are buried in some random file. As far as I can tell the rope is NOT in the rope arrow def. Maybe that would help, cause when I create a rope entity it have the AF model with it.

     

     

    -------EDIT-------

    OK, I changed the af file to chest21.af so it matches the rest of the files. Not sure wehy it matters as I refernced the correct file in the def.

     

    I also changed the spawnclass to idAFEntity_Generic which is the same the rope has.

     

    Now when I go in game it has the collision data, chest is laying in a weird pos and the lid is also weird in an odd position. Like I had already hit it with my sword. And still, if I hit it with my sword it flies around the room. One time it killed me.

     

    Now I get an error

    ..chest21_4 has multiple tree structures, but if I try to put the joints in the contained by of other bodies I get an error that says "bone already contained by...another body"

     

    This is the current af:

     

     
    
    
    
    /*
    
    Generated by the Articulated Figure Editor.
    
    Do not edit directly but launch the game and type 'editAFs' on the console.
    
    */
    
    articulatedFigure chest_collide {
    
    settings {
    
    model "chest21"
    
    skin ""
    
    friction 0.0099999998, 0.0099999998, 8, 0.5
    
    suspendSpeed 20, 30, 40, 60
    
    noMoveTime 1
    
    noMoveTranslation 10
    
    noMoveRotation 10
    
    minMoveTime -1
    
    maxMoveTime -1
    
    totalMass 200
    
    contents corpse, playerclip
    
    clipMask solid, body
    
    selfCollision 1
    
    }
    
    body "desperate" {
    
    joint "origin"
    
    mod orientation
    
    model box( ( -5, -5, -5 ), ( 5, 5, 5 ) )
    
    origin joint( "origin" )
    
    angles ( 0, 1, 0 )
    
    density 5
    
    friction 0.0099999998, 0.0099999998, 8
    
    contents corpse, playerclip
    
    clipMask solid, body
    
    selfCollision 1
    
    containedJoints "origin"
    
    }
    
    body "chest_lid" {
    
    joint "lidbone"
    
    mod orientation
    
    model cylinder( ( -14, -14, -19 ), ( 14, 14, 19 ), 5 )
    
    origin ( 0, 0.3600000143, 20.8656997681 )
    
    angles ( 270, 0, 0 )
    
    density 5
    
    friction 0.0099999998, 0.1000000015, 0.8000000119
    
    contents corpse, playerclip
    
    clipMask solid, body
    
    selfCollision 1
    
    containedJoints "lidbone"
    
    }
    
    body "chest_base1" {
    
    joint "basebone"
    
    mod orientation
    
    model box( ( -19.5, -12.5, -11.5 ), ( 19.5, 12.5, 11.5 ) )
    
    origin ( 5.9200000763, 0.1492310017, 8.8499403 )
    
    density 5
    
    friction 0.0099999998, 0.0299999993, 0.8000000119
    
    contents corpse, playerclip
    
    clipMask solid, body
    
    selfCollision 1
    
    containedJoints "basebone"
    
    }
    
    hinge "chest21_constraint" {
    
    body1 "chest_base1"
    
    body2 "chest_lid"
    
    anchor ( 0, 0, 0 )
    
    axis bonedir( "basebone", "lidbone" )
    
    friction 0.5
    
    limit 12, 8, 2
    
    }
    
    }

     

    and this is the def

     
    
    //chest animated
    
    model chest21 {
    
    mesh   models/md5/props/containers/chest21.md5mesh
      anim af_pose			   models/md5/props/containers/af_pose.md5anim
    
    anim idle  models/md5/props/containers/chest21_idle.md5anim
    anim open  models/md5/props/containers/chest21_open.md5anim
    anim opened  models/md5/props/containers/chest21_opened.md5anim
    anim close  models/md5/props/containers/chest21_close.md5anim
    
    
    }
    
    entityDef atdm:chest21 {
    
    "articulatedFigure"   "chest_collide.af"
    
    
    "spawnclass"   "idAnimated"
    "model" "chest21"
    "editor_mins"	 "-12 -12 -52"
     "editor_maxs"	 "12 12 52"
    //	"cylinder"	"10" 
    "size"	  "18 18 18"
    "start_anim"	  "open"
    "density"	   "200"
    "mass"	 "200"
    "solid"	 "1"
    
    "snd_bounce"	 "material_metal_impact"
    "friction"	 "10.2"
    "damage"	"0"
    	"frobable"	"1"
    "frob_action_script"  "frob_item"
    "usable"   "1"
    
    }

     

×
×
  • Create New...