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Baddcog

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Everything posted by Baddcog

  1. 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.
  2. 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?
  3. 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" }
  4. Still making progress, thanks for the input, but if it's not one thing it's another. The AF file is pretty much there. I have the base of the chest set up as a box, correctly sized and positioned, same with the lid, but that's a cylinder. I changed all names to lower case, and think I fixed the organization of the bones structure. Now I can spawn and af chest in game and it won't crash. I can shoot it and an arrow will bounce off. I can throw a crate at it and the crate will bounce off. I can set a crate on the round top and the crate will roll off. blocks ai, blocks player. All good. BUT, if I hit it with my sword or blackjack, or too many arrows (usually more than 5) it will die (talking about the spawned AF chest). At this point it flings wildly across the room and the lid spins, not locked down at hinges. Not being locked at hinges is alright I think cause it should never fly across room anyway. Along with that problem there is one more. I can create a chest entity in the editor and go in game, the animation is running. However, the chest created in hiearchy has no af chest attached, no physics unless I set a bounding box in def file which shouldn't be needed if AF works. I've looked everywhere but I can't find these 2 things: 1-How do I make the chest impervious to attacks, sword should bounce off. 2-how do I make the AF info appear with an entity created in editor? I do have this in the def file "articulatedFigure" "chest_collide.af" I have used ragdoll instead of articulated, I have also tried with/without chest_collide.af I have seen examples of both in files, either darkmods or doom3
  5. [size="2"] /* 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 -1 contents solid clipMask solid selfCollision 1 } body "chest_base1" { joint "BaseBone" mod orientation model box( ( -27.5, -27.5, -27.5 ), ( 27.5, 27.5, 27.5 ) ) origin joint( "Origin" ) density 0.200000003 friction 0.0099999998, 0.0099999998, 0.8000000119 contents solid clipMask solid selfCollision 1 containedJoints "-*basebone" } body "chest_lid" { joint "LidBone" mod orientation model box( ( -44, -44, -44 ), ( 44, 44, 44 ) ) origin joint( "LidBone" ) density 0.6999999881 friction 0.0099999998, 0.0099999998, 0.8000000119 contents solid clipMask solid selfCollision 1 containedJoints "*lidbone" } body "desperate" { joint "Origin" mod orientation model box( ( -10, -10, -10 ), ( 10, 10, 10 ) ) origin ( 0, 0, 0 ) density 0.200000003 friction 0.0099999998, 0.0099999998, 8 contents solid clipMask solid selfCollision 1 containedJoints "*origin" } } [/size] I did make a new anim, was easy enough, followed the Wiki tut in modeling (set up af) to the T. Still not seeing anything like the boxes AI have on their arms. Am getting thie error when I change anything in the afeditor and have my level loaded: id::af:load: articulated figure 'chest_collide' for entity 'atdm_chest21_2' at (96 -296 0) has no body which modifies the origin joint that should be body 'desperate', but the modified joint rollout under that bodies properties is greyed out, but has Origin typed in, so I can't change it.
  6. Yeah, I've been hoping one of em would drop in and shed some light, but no luck so far and I haven't wanted to just wait so I'm doing what I can to solve the problem. It seems to me the collision model is only a box though, maybe that's just what the editor shows. Anyway, here's what I just finished up It has 4 anims. One is a one frame, closed anim. an opening anim, an open anim where the lid stays up, and a closing one. When it opens the blue box changes size, so the arrows deffinately miss when it closes. I've found that the md5 exporter will export 1 mesh with multiple textures just fine unlike the ase export. (I think Domarius already told me that but I hadn't actually tried yet.) The difference is, in ase you need //base/shader name in the md5 you just use shader name Anyway, I was stoked to see that if nothing else the collision model resized so you couldn't shoot thru an open lid, I was really stoked to see the arrow stick to the wood inside. I know it doesn't really work since the arrow will go thru the mesh when it closes, but good to see multiple materials can react differently for collision. The bounding box however doesn't change size. Cylinders can be used, but they are vertical. So a round tank on it's side would need to be exported vertically, then rotated in editor, this rotates the cylinder collision model too. As far as crates, it's buggy. I laid a cylindrical clock on it's side. When I did get a crate to fall on top of it it would behave properly and roll off of the cylinder. However 7 times out of 10 the crate would fall thru it. Any time I throw a crate at it it just goes thru it. I messed with mass, density and whatnot, that didn't seem to work either. I did read on the Wiki that a single blank keyframe anim is needed to set up the AF's and I hadn't seen that before or had an anim like that to use, so I will try that again. crossfingers. If ascottk, domarius or oDDity show up hopefully they will help.
  7. Well, I drudged up this old topic as I've been messing with the clock. Seems like squill hasn't been around in awhile? Reason I'm asking is because I also think that the clock should keep time as has been stated the T2 ones did. Also if the pendulum swings the hands should move. But I don't want to change anything there unless I get an OK anyhow. Basically just a little texture mod to get rid of the clock hands is what's needed. I'd also like to get the source files for the clock hands on the splash screen (and the arrow pointer) and use them for textures, some simple hands could be made(placed as seperate object unless they can be attached via entity), then a resident mathmatician could figure out the speeds to set the hand rotations at. I know it's completely possible to do so why not. these were the rotation speeds for clock hands in T2 The exact settings are: X= speed, Z= rotation degrees. Minute hand: X: 0.01 Y: 0 Z: 360 Hour hand (or Joint 2): X: 0.00083 Y: 0 Z: 360
  8. wanted to keep this seperate from info above. I'm pretty sure the af file isn't going to work with animated object. mainly becasue of concerns I had above, they don't have a corpse. Before I figured out the problem I was using atdm:ai_base as a spawn type. this was working to a degree with some funny results. If the clock was alerted it would turn to face me If I shot it once it would presumably die and couldn't be shot again, the bounding box would vanish. Another prob was that the anim wasn't working, but it was refernceing files that have neck, head ...bone names. The clocks bones are bone1, bone2 and bone3 So if an animator could help me figure this out I think we could have animated objects with collision for all the bones witout attaching objects. What we'd need as far as I can tell: atdm:obj_base (basically a completely ignorant ai that can't see, hear, move or die) It would have origina as a base bone of course, and the ability to add bones on a per obj basis instead of a rigid biped bone hiearchy. --EDIT-- Regarding the info being Wikified: http://www.thirdfilms.com/darkwiki/index.p..._static_objects that took longer than I meant for it too:D
  9. If you want to wikify it Springheel that would be great. I don't want to deal with learning the formatting at this time. This is the def file for the clock //not sure if the damage command is needed, probably not. Will mess with it more and update, Baddcog model gfclock { mesh models/md5/props/gfclock/gfclock.md5mesh anim idle models/md5/props/gfclock/gfclock_idle.md5anim { random_cycle_start } } entityDef atdm:furniture_gfclock { "spawnclass" "idAnimated" "model" "gfclock" "editor_mins" "-12 -12 -52" "editor_maxs" "12 12 52" "size" "24 24 104" "start_anim" "idle" "snd_bounce" "material_wood_impact" "CombatModel" "1" "damage" "100000" } the clocks material file has wood of course. I'm not sure that snd_bounce above is needed either, I think since it now has a collision box it uses the material to determine the reaction/sound. Other than that I think the neccesary info to include is that the animated obj is a combo of the md5.mesh and md5.anim (maybe links to those things, I think the Wiki does have info on that). Der_tons md5 model exporter works great for exporting the model/anim. He has several versions. I have only used the 3dsMax one. But he does have a GMax one, gmax was free public download, just checked but looks like they stopped offering it in 2005. I think I have it on disk somwhere, not sure we'd want to distribute it though. I'd like to add to it at some point the option of adding 'child meshes' for rotationg parts. I'll have to look into how that's done. Also how to change shape of bounding box, ect... Also, scripting options to start/stop animated objects, this I will probably need some help with. The defining of different anims I think I can handle. One problem with the bounding box is that it is one material. It seems to have glass up front but I don't see that in the md5.mesh file. So currently I'm not sure if the material it uses is in the def file or mtr file. Hold off on this until after the weekend, I'll put in a little more time trying to pin point some of these details. -EDIT- the clock doesn't have glass, I'll look into multiple materials too. I deleted the "snd_bounce" "material_wood_impact" info from that file and arrows still stuck and sounded like wood. OK, I'll put it up on wiki and let someone format later if I don't get around to it. I know it's nothing too complicated, just time ya know...
  10. Something simple of course "CombatModel" "1" I found it on the storage container in Doom. It's a metal box with a code pad, the box lid opens. Which means that by using the codepad (ie lockbox) it must send a param to run the open anim. Might be good for animating chests. Just thought of this though so haven't looked into that yet. Currently working in particle editor to make particles for sphere lights. I think they might end up more of a blue/white than yellow though since they are magic. We have enough yellow lighting. -- oh yeah, I'm gonna try and use a cylinder model like on the player, I think it's possible we can get a little more complex than a box. Orientation I don't know. But I'm thinking if we have an animated water tank style object, cylinder on it's side the collision model could fit it, so if something was set on top it could slide off.
  11. Wahoo! What's that? an animated object with a blue and red box and an arrow stuck in it? YEP! So stoked, after 2 weeks of racking my brain, completely stuck on this problem and not being able to think of anything else, it's finally done! I'll upload the file in a few so you guys can shoot a clock!
  12. I do like the idea of goat/lion/snake Not really sure about comedy/tragedy myself either realy, just something i thought of while doing that pic. but different faces is almost a must i think, having 3 of the same kindof loses the effect to a degree. I do like the fact that comedy/targedy pic has the third mean face in middle.
  13. Oh yeah, I was thinking that too. deffinately needs some hands, maybe just one.hmmm, one or two? I think there'd be a bit more rigging invloved in the head on this one so might be nice for only one hand for that reason. 2 might look better though. How about one, it's on front of body so it could only do hand to hand from front (which isn't it's strong point anyway, better at shooting). But that would also give the player more idea peeking around corners which way it is heading. Generally it will look the way it's going unless it stops to search (rotating head) So a player can see from a distance which way is front (helping them as it will have good sight and be in larger more open areas), then they'd know which side has the lock mechanism. The joints could be oriented like the legs, elbow up higher than shoulder. the claw could pinch left/right. Ah, I'll draw up a quick pic. Cheesy I know, but maybe a comedy/tragedy theme? I think maybe more human faces on this one. A spooky comedy face though, not that smiley one in this pic. evil smiley. Like it's gonna be happy to kill ya, and maybe sad about it at the same time. maybe an animal face for the other.
  14. the multiface one is similar to the concept somewhat. I think I like the heads being up above better though, more of a sentry look out kindof thing going. With the heads up high like that it would be taller for sure compared to overall size. I'd rather be closer to T2 concept stuff than T2 actual stuff becausit hasn't been done yet, only concieved. I'll have to mess with the different head functions. My thought is they all have eyes anyway, the listening part I'm not too sure about. One could have big doppy ears No seriously I think something more like2 faces face foward most of the time. Maybe have glowing eyes. Maybe it's easier for the bot to look in a larger feild of view since they have 2 heads pointing generally foward and they can spin the head to look around.So they'd have more of a 240 degree view instead of a regular ai at about 180. Maybe their weak spot is hearing, they can't hear as good but can see really good. Then if it does see you the 3rd head 'wakes up', it's mouth and eyes open and the head spins toward player and attacks. I wonder how the vision cones work, do they always face front of ai, or are they attached to head? Maybe the head attachment is on the neck which would spin with the 2 faces until alert and the head spins without the neck (the player doesn't even have to see this). But basically the ai would be looking from the neck, so whatever head it looks like it is using doesn't have to change vision cones with other heads. --edit-- So this could be a vision bot. The player wouldn't have to be as quite to sneak around it, but would have to be very careful to not be seen. Maybe it 'spits' gas bombs,darts, or fire. I think the head would be too small for arrows and possibly crossbow bolts. Wide base so large areas would be good, also good for the vision enhancment. Should be able to get around pretty quickly I imagine. Maybe this one could have a lock panel in back, since it can't hear as good it might be possible to sneak up and 'lock it', maybe actually lock it to shut it down instead of unlocking. The lantern bot is more of a listener, can't see well so a quite player could sneak by it if not making alot of noise, but once the player makes noise they are done. Maybe fairly quick, should be able to get around pretty good in tight spots. kill by sword? arrows, mines. the last bot could be just overall average/vision hearing. Possibly very similar to the original Deep Omega one. But saw blades would be cool on it's arms. more of a hand to hand. designed to go almost anywhere. boiler grate in back to put out? water arrows. ------- I think that's a pretty good combo of attacks, shut down methods, bot designs and bot abilities.
  15. I think the prob is that I can't figure out how to get the anim-object (mostly working with the gfclock right now as it's big and wood so an arrow should stick - better than my small metal switch for testing) to have an AF attached (or whatever needs done). I posted my af file for the switch up a few posts. The clock would be very similar, but that has a bine to connect the origin and pendulum. the switches bones are connected, but there isn't one in between. Anyway, it still has 'corpse' in the af file. I'm sure that's what is wrong. But the clock will never have a corpse. So I guess I need to find out what goes there instead. I've searched thru alot of D3 stuff and couldn't find anything else.
  16. Springheel, what do you think of that multi faced concept up there by redface? I think that could be a pretty cool feature for one of em to have. I also like the whole concept really. If we're not too worried about all of em fitting thru single doorways than the spider style legs on it wouldn't matter. Like I said before, maybe one head for looking, one for hearing, one for attacking. maybe just three faces to simplify. Kindof a see no, hear no speak no evil thing. Maybe the heads could spin one at a time when it's searching, some lights could blink. Like it is using one head to look, then makes some noise and the head spins 1/3 and then it's listening, then when it's ready to attack it spins to other haed and opens mouth. For that one I'd say maybe flame thrower. maybe poison darts... obviously the head would be too small for full size arrows. It's kindof creepy, could probably get around fairly fast and balance good. With the head spinning the body wouldn't have to turn to attack. and the legs are simple one knee no ankle. --also, either or: maybe that would be a cool style for a camera bot, the faces hanging... locks doors and sprays gas from mouth to fill room slowly. (good for hallways, not large rooms) Or could scream... that could be one of em. ------------- I could get rid of the dogleg option (arghh ), not that big of a deal but I like em. And make them simpler. But I think in that case it would be best to spread em apart more, back to a spider style stance, see bot above. I would just really like to make a biped bot that is very unlike T2 bots. I know people like em alright, but it would be cool to have something different. So far that T2 concept is the only one that really got me excited. I take that back, I do like the sawblade one by redface quite a bit. Who would want that coming after them? As far as Deep Omega's: I like it, I liked the model that was done. I guess the team isn't as concerned about balance as it once was. But I read thru those threads and that subject came up over and over, guess that's why I'm so concerned about it now. I think my main issue with that is copying the bot that was already made. I could probably get it pretty close, mmm, I don't know exactly. On the one hand it's a cool concept and a great job was done on it. On the other hand I'd almost not want to rehash it I guess. It is similar to the T2 bots and that might be why I'd rather go another route. I know that's somewhat of a moot point as alot of Darkmod is based on thief style everything, but at the same time everything is original and improved apon. Like the noise maker with a wind up box. Along that same vien, I think it's cool to include bots but think it would be even cooler to seperate them from the existing T2 styles as much as possible. Of course like I posted above it's hard to come up with a bot style someone hasn't done, and most seem to be vaguely familiar anyway. I don't know, I'm still chewing on all of it, that's why I brought this thread up again, just to see if we could get some more thoughts flowing on the matter.
  17. Well, this is somwhat my point. No matter what design is posted someone doesn't like it. It keeps coming down to reality, physics, ect... At some point in time we all have to remember that it's a game and reality is only a part of it, most games aren't physicists. Goes back to the T2 bots. Those big bots would've fallen over the first time they took a step, but I never heard anyone mention it, it was just a big scary bot Ai, that's all. We could argue til the ends of the earth and all we'd get is no bots cause they aren't realistic. The Darkmod is a mix of steampunk, dark ages and magic. Where's the reality. Why do we argue the reality of bots but not the entire Darkmod universe. None of it is very realistic if you think about it. Other than the fact there are humans,spiders, wood, stone and fire. everything else is fantasy. Fortunately players aren't worried about that, they want a cool game to play, scary bots and Ai to hide from. That vid is the perfect example. 21st century bot. It stumbles around without a head. It uses lightweight electronics and remote control. It can't think, it can just balance. There's a guy following it around controlling it. So maybe if we want realistic bots we should get rid of the steam technology, water is heavy. So is coal, wood, all the fuels that would be used basically. They should stumble around and always have an Ai with a remote in his hand following them. Then when they find you it's because the Ai led them to you and he can then proceed to attack for the completely dumb and useless robots. Then we might as well not have robots cause that's no fun. then we can add to the list of unrealistic gameplay: *rope arrows: you couldn't shoot an arrow very far with a 10 foot long rope strong enough to hold a man *noise arrows: while a really cool concept (better than LGS's original I think), I really don't think it would fly very far. We should just give the player a noise rock, whatever he throws it at will make a noise. *health potion: well potion kindof says it. Maybe we should give em a red bull *electric lights with tesla control: you see where I'm going with this.... At some point we need to get over the physics and reality and say "yeah, cool design, lets do it"
  18. I'm pretty clueless about all this stuff but I'm learning. The problem with this is that I'm clueless and so is about everyone else (these bounding box issues) so I can't just ask. I imagined that after 3 years the doom 3 community would have everything worked out. So far I've only got 3 answers in a couple of weeks on this stuff and it usually ends with "maybe..." And ironcially most of the searches for anything I needed to figure out at Doom3 world have found threads by Domarious, sparhawk... So I might as well just ask here eh? What really bugs me is the Doom3 tuts. I've found a hundred tuts regarding how to make a bent pipe, or how to hollow a brush, but nothing at all on any kindof of complex terrain, or do's and dont's. That seemed to me to be something at TTLG that was so good, sure there were duplicate tuts but usually people tried to right tuts about things that weren't already explained, or tried to do complicated things to write tuts about. The doom tut people seem like they just like to be the ones to point out simple features and leave it at that. I think I did try "use_combat_bbox" "1" but it didn't show up in editor, but if I used "editor_var use_combat_bbox" "1" then it shows up in editor as [blue]T[/blue] use_combat_bbox 1 I'll try again and make sure I do it that way specifically, before I was just taking shots in the dark and guessing so it might not've been exact. EDIT------------------ this is in the func.def, this is why I thought editor_var was needed. I found that info at doom3 world as "editor_var use_combat_bbox" "1" and that matched the info already in here. But it doesn't seem to work either entityDef func_animate { "editor_color" "1 .5 .3" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Object that changes animation when triggered." "editor_var anim" "anim to play when triggered. (unless 'num_anims' is set)" "editor_var start_anim" "anim to play when first spawned. anim will loop until triggered." "editor_var num_anims" "the number of anims to play in sequence. trigger entity to start next anim. set anims using 'anim1', 'anim2', 'anim3', etc. Triggers targets when done playing animl." "editor_var blend_in" "how long to transition from the start_anim to the triggered anim." "editor_var wait" "how long to wait before auto activating. -1 means only activate when triggered." "editor_var cycle" "how many times to play the animation after being triggered (use -1 for infinite)." "editor_bool remove" "set to 1 to remove object when animation finishes." "editor_var target" "all entities with a matching name will be used after anim plays." "editor_bool hide" "if 1, object remains hidden until triggered. doesn't work when 'start_anim' is set." "editor_var sound_bone" "Bone to play sounds from." "editor_var loop_last_anim" "Loops the last anim when 'num_anims' is set. the next trigger will cause the entity to hide, or be removed if 'remove' is set." "editor_var auto_advance" "When 'num_anims' is set, won't wait to be triggered between each anim." "editor_var use_combat_bbox" "1" "spawnclass" "idAnimated" "blend_in" "0" "cycle" "1" "wait" "-1" "pose_frame" "1" "sound_bone" "origin" }------------------------ OK, I did use "use_combat_bbox" "1" on both the clock def file and in the fun.def file under the func_animate heading. this time it showed up in grey under inherited props in the editor, I didn't have to add it. But still no luck. I was also wrong about that command it is g_showcollisionmodels still, it only shows the red bounding box, not a blue one like Ai have. ---------- hopefully ascottk will show up soon and help me figure if the af file will help.
  19. Yeah, and I even found a way to check it. r_showcollisionmodels cool command, it shows all collision modes in colors. Like the clock has a red box around it, all objects without collision are pretty much traced in red. The Ai are traced in red and blue I think. Red for collision so blue must be the combat model. Think I saw green and yellow too.
  20. Alright, easy enough to make the animated obj block player and Ai. that's just the min/max in def file. Still can't get arrows to collide. Picked up this info off Doom3World. MAybe i'm using it wrong: "editor_var use_combat_bbox" "1" That is supposed to make the comabt system use bounding box info for collision. Does it look right? I put that in 2 places: the gfclock def and the fun_anim def. In the editor I can add that prop from the clocks pull down menu, it has no1 but I can add that. But doesn't seem to work. Can't get an af to work either.
  21. Looks like I spelled your name wrong there... About which bot designs we want to go with. I really haven't touched this thread since we were last discussing it. I just want to get more of a final decisions on designs before I really go anywhere with it, got plenty of other stuff in the fire right now so it's not a rush. I just feel like we're butting heads on all the designs, not that it's a bad thing. I want to create something that everyone is 90% happy with so it's good for everyone to discuss their ideas... I feel like you have a very large say in what the final outcome is so I don't want to start anything too serious before I get your OK. I guess my main thing is that I want to do the dogleg style cause it makes most sense to me regarding balance, fitting thru doors, and because it would be a natural thing for the builders to look at almost any animal and be inspired by it's wlaking motions when setting out to build a bot. for example, they would've seen spiders-thus the lantern bot dogs, deer, boars - dogleg style bot humans - biped bot. I also think with one bot of each type to start would be the best way to mix it up. Of course wheel have already been axed, so we can't use that as an alternative style.
  22. Some cool ideas. I had actually thought about something like the 4 face one (I was thinkin 3). But have like a rotating head. I dunno, maybe one to look, one to listen, one to shoot. Anyway, different functions so there'd be a reason for many faces. I like the spider bot thing, but there are drawbacks I guess. The small lantern bot I already made had legs to the side. It's small enough to fit thru most doors. I wouldn't mind having a bigger one that would fit thru large doors only, but probably first we need 3 that will. If I can get some anims going good and save other animators time then I'd like to do a forth after that. I changed the legs to dog leg style for a larger one but Springheel didn't like em, too complicated. I like the sawblad hands too. I know sawblades have come up and we want a biped that'll do hand to hand. I really like the tall T2 concept too that Springheel likes. I like the legs coming from head though, I think it's kindof a convoluted 'sick' idea. Mad scientist stuff for sure. Speingheel thought the legs should be on body though. I've tried to sketch out eveery possible idea I could come up with to make the legs look good on body and still keep the balance that it has, to me it just makes sense. But I couldn't come up with any thing I liked as much. Hard to improve on a really cool thing. Maybe you could try something along that vien too, but more to Springheel's liking. I like the first 'werewolf' lookin one alot, but not sure Springheel will go for that one either. (either way he needs to make up his mind) The second looks to much like T2 to me (not complaining just commenting), we'd like to stay away from that. The other 2 bipeds might fit in that "balance issue problem catagory" The round one, I don't know. Looks slow, I think everyone wants mean aggressive. I'd also like to do a gargoyle/animal style face, so concepts on mean scary faces alone would be very helpful too. I gotta say I'm stoked to have someone whip up that many designs in such a short time, I've kindof come to a dead end and all help in this area is greatly appreciated. ------- @ Springheel, I had searched the web for hours looking at steampunk/ bot designs, ect... A few things I noticed. 1:all bots look the same, really, when it comes to bots there is very little difference in most. Probably most of the most unique designs are starwars bots. 2:That T2 concept one was unique for sure, I didn't see anything like it, I think we should go with it, not exact of course but the general layout is awesome. 3: all bots are going to have limits. Obviously these are some of the inventors greatest feats and I don't think they should be too simple, I think the steampunk looks will bring enough of that on their own. I also think the more we internalize everything to more complicated they actually look. For example, the cables on legs of lantern bot look almost like a last minutes "shit, where do these go, how are we gonna move the legs" kindof thing. Very prototype. If they weren't there it would be all internal, clean, too well thought out IMO. Like they'd been refining they're techniques for some time. Take a model T for example. crank on the outside, new car - key in a nice little unit on steering column. The less complicated things look outside the more sophisticated they look. (I probably am repeating myself, sorry)
  23. Great work at any rate, thanks for sharing it. I too looked at that first picture and thought about the gameplay possibilities so it is inspiring. Looks like a cool place to loot. As far as concepts, I'm still trying to pin down ideas on bots, if you have time to paint some up, any ideas would be great. In the models forums I've got a thread about them with the one I've almost finished aloing with other concepts and ideas. Other than that I guess just any insprational architecture/objects would be great.
  24. this is the rope.af /* Generated by the Articulated Figure Editor. Do not edit directly but launch the game and type 'editAFs' on the console. */ articulatedFigure env_rope { settings { model "env_rope" skin "" // friction 0.0099999998, 0.0099999998, 0.8000000119, 0.5 friction 0.0099999998, 0.0099999998, 0.1, 0.5 suspendSpeed 2, 2, 10, 10 noMoveTime 15 noMoveTranslation 10 noMoveRotation 10 maxMoveTime -1 totalMass 65 contents corpse clipMask solid, corpse selfCollision 0 } body "bone1" { joint "origin" mod orientation model bone( joint( "origin" ), joint( "bone1" ), 4 ) origin bonecenter( "origin", "bone1" ) density 0.5 containedJoints "origin bone1" } body "bone2" { joint "bone2" mod orientation model bone( joint( "bone2" ), joint( "bone3" ), 4 ) origin bonecenter( "bone2", "bone3" ) density 0.5 containedJoints "bone2" } body "bone3" { joint "bone3" mod orientation model bone( joint( "bone3" ), joint( "bone4" ), 4 ) origin bonecenter( "bone3", "bone4" ) density 0.5 containedJoints "bone3" } body "bone4" { joint "bone4" mod orientation model bone( joint( "bone4" ), joint( "bone5" ), 4 ) origin bonecenter( "bone4", "bone5" ) density 0.5 containedJoints "bone4" } body "bone5" { joint "bone5" mod orientation model bone( joint( "bone5" ), joint( "bone6" ), 4 ) origin bonecenter( "bone5", "bone6" ) density 0.5 containedJoints "bone5" } body "bone6" { joint "bone6" mod orientation model bone( joint( "bone6" ), joint( "bone7" ), 4 ) origin bonecenter( "bone6", "bone7" ) density 0.5 containedJoints "bone6" } body "bone7" { joint "bone7" mod orientation model bone( joint( "bone7" ), joint( "bone8" ), 4 ) origin bonecenter( "bone7", "bone8" ) density 0.5 containedJoints "bone7" } body "bone8" { joint "bone8" mod orientation model bone( joint( "bone8" ), joint( "bone9" ), 4 ) origin bonecenter( "bone8", "bone9" ) density 0.5 containedJoints "bone8" } body "bone9" { joint "bone9" mod orientation model bone( joint( "bone9" ), joint( "bone91" ), 4 ) origin bonecenter( "bone9", "bone91" ) density 0.5 containedJoints "bone9" } body "bone91" { joint "bone91" mod orientation model bone( joint( "bone91" ), joint( "bone92" ), 4 ) origin bonecenter( "bone91", "bone92" ) density 1.5 containedJoints "*bone91" } ballAndSocketJoint "origin" { body1 "bone1" body2 "world" anchor joint( "origin" ) // shafts ( 0.0000004888, 0, -1 ), ( -0.0000001629, 0, 1 ) friction 0.5 }/* Generated by the Articulated Figure Editor. Do not edit directly but launch the game and type 'editAFs' on the console. */ articulatedFigure env_rope { settings { model "env_rope" skin "" // friction 0.0099999998, 0.0099999998, 0.8000000119, 0.5 friction 0.0099999998, 0.0099999998, 0.1, 0.5 suspendSpeed 2, 2, 10, 10 noMoveTime 15 noMoveTranslation 10 noMoveRotation 10 maxMoveTime -1 totalMass 65 contents corpse clipMask solid, corpse selfCollision 0 } body "bone1" { joint "origin" mod orientation model bone( joint( "origin" ), joint( "bone1" ), 4 ) origin bonecenter( "origin", "bone1" ) density 0.5 containedJoints "origin bone1" } body "bone2" { joint "bone2" mod orientation model bone( joint( "bone2" ), joint( "bone3" ), 4 ) origin bonecenter( "bone2", "bone3" ) density 0.5 containedJoints "bone2" } body "bone3" { joint "bone3" mod orientation model bone( joint( "bone3" ), joint( "bone4" ), 4 ) origin bonecenter( "bone3", "bone4" ) density 0.5 containedJoints "bone3" } body "bone4" { joint "bone4" mod orientation model bone( joint( "bone4" ), joint( "bone5" ), 4 ) origin bonecenter( "bone4", "bone5" ) density 0.5 containedJoints "bone4" } body "bone5" { joint "bone5" mod orientation model bone( joint( "bone5" ), joint( "bone6" ), 4 ) origin bonecenter( "bone5", "bone6" ) density 0.5 containedJoints "bone5" } body "bone6" { joint "bone6" mod orientation model bone( joint( "bone6" ), joint( "bone7" ), 4 ) origin bonecenter( "bone6", "bone7" ) density 0.5 containedJoints "bone6" } body "bone7" { joint "bone7" mod orientation model bone( joint( "bone7" ), joint( "bone8" ), 4 ) origin bonecenter( "bone7", "bone8" ) density 0.5 containedJoints "bone7" } body "bone8" { joint "bone8" mod orientation model bone( joint( "bone8" ), joint( "bone9" ), 4 ) origin bonecenter( "bone8", "bone9" ) density 0.5 containedJoints "bone8" } body "bone9" { joint "bone9" mod orientation model bone( joint( "bone9" ), joint( "bone91" ), 4 ) origin bonecenter( "bone9", "bone91" ) density 0.5 containedJoints "bone9" } body "bone91" { joint "bone91" mod orientation model bone( joint( "bone91" ), joint( "bone92" ), 4 ) origin bonecenter( "bone91", "bone92" ) density 1.5 containedJoints "*bone91" } ballAndSocketJoint "origin" { body1 "bone1" body2 "world" anchor joint( "origin" ) // shafts ( 0.0000004888, 0, -1 ), ( -0.0000001629, 0, 1 ) friction 0.5 } this is my switch af /* Generated by the Articulated Figure Editor. Do not edit directly but launch the game and type 'editAFs' on the console. */ articulatedFigure bc_switch01 { settings { model "bc_switch01" skin "" friction 0.0099999998, 0.0099999998, 0.1000000015, 0.5 suspendSpeed 2, 2, 10, 10 noMoveTime 0 noMoveTranslation 0 noMoveRotation 0 minMoveTime -1 maxMoveTime -1 totalMass 65 contents corpse clipMask solid, corpse selfCollision 0 } body "bone1" { joint "Origin" mod orientation model box( ( -10, -2, -10 ), ( 10, 2, 10 ) ) origin bonecenter( "Origin", "Bone1" ) density 0.5 friction 0.0099999998, 0.0099999998, 0.1000000015 contents corpse clipMask solid, corpse selfCollision 0 containedJoints "origin bone1" } slider "origin" { body1 "bone1" body2 "world" axis bonedir( "Bone1", "Origin" ) friction 0.5 } } very similar to that of the rope. But I can't find any explanation of the AF editor other than Id's dev page which pretty much has a picture that says this is the af editor. None of the settings I try work, the boxes you can type in, well, I don't know what to type except corpse but I'm sure that has to be wrong. I can't even find a rope in the gamesys to create, is it a corpse of rope arrow?
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