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Arcturus

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Everything posted by Arcturus

  1. Elevators can be made quite narrow. I replaced main idle animation. There are several issues to tackle with with this approach. NPCs feel strong urge to turn while they are on the lift, one would have to force them to always face the same way. Force them to play only one selected animation while they are on the lift. Somehow solve the issue of calling and waiting for the elevator.
  2. I installed "Exhumed" and couldn't get the revenant to climb on the roof. There doesn't seem to be anything special about that ladder.
  3. Reminds me of this mechanic from the cancelled Half-Life 2 expansion.
  4. @Bikerdude There's a lot of missions I haven't played but I don't remember this ever being implemented. Animations aren't the biggest problem, I think.
  5. "path_anim" has those two properties: blend_in blend_out "path_cycleanim" has by default blend_in property. In both cases they don't seem to be doing anything. By changing values in tdm_ai_base.script one can change transitions from e.g. walk to run, but is there a way to control transitions between idle animations at all?
  6. @SeriousToni I remember, I remember. You might have given me an idea...
  7. @ERH+ That would be this?
  8. @chakkman In Polish noble guy says that it's too quiet so he should summon the minister.
  9. I enabled automatic translation to multiple languages on Youtube.
  10. This is what transition from run to walk looks like with current values. It's strange, because path corners are in the middle but he stops running pretty early.
  11. Updated with latest changes to old man's model.
  12. What do you mean? Do I use correct expressions, btw? I feel like Biff Tannen sometimes.
  13. Made some improvements to hands and fingers. Hopefully this is it.
  14. Specularmap in builder armor texture is commented out. Apparently it's been like that for a decade now. The change was added in Revision 14424 in 2015 by springheel with the message: campaign assets part 2. A lot of material files were changed all at once in that commit. I assume that specularmap was disabled by mistake.
  15. I went through .def files for NPCs and changed wherever "shifting" animations were used as replacement. I also added sounds to be played on certain frames where appropriate, so NPCs will make a bit more noise. Also builder guard will now use both walk animations.
  16. I uploaded 3 LOD versions for body and head. I didn't put too much work into it. I simply used decimate modifier.
  17. NPCs play various idle animations on their torso channel while they are walking. They are listed in tdm_ai_humanoid_newskel.def // Animations only playing on the torso channel. Applicable anytime. "idle_animations_torso" "idle_cough,idle_nosewipe_short,idle_cough02,idle_armwipe,idle_arm_scratch,idle_sneeze,idle_adjusting_belt,idle_eat,idle_spit,idle_stretch,idle_check_hand" Perhaps there might be some animations that could be on that list but currently aren't. Some NPCs have animations swapped in their def files. For example builder priest plays "idle_shifting2" instead of "idle_nosewipe_short", and "idle_shifting1" in stead of "idle_spit", and hands don't move in those animations. This looks bad in game: Edit: I thought "idle_spit" looks bad, but it's rather short. It's those "shifting" animations which serve as replacement for other anims that are causing problems.
  18. Created an animation testing some expressions. Unfortunately some Darkmod NPCs had undergone botox injections and can't emote very well. BTW, isn't that the guy from Doom 3?
  19. I wanted to see if you can have more then one idle animation for a head just like there are for the body. I quickly made several md5.anim files and added them to a list in tdm_ai_heads.def anim idle models/md5/chars/heads/npcs/head_idle.md5anim anim idle1 models/md5/chars/heads/npcs/head_idle_1.md5anim anim idle2 models/md5/chars/heads/npcs/head_idle_2.md5anim anim idle3 models/md5/chars/heads/npcs/head_idle_3.md5anim anim idle4 models/md5/chars/heads/npcs/head_idle_4.md5anim They are all just 2 frames long, except the one with the open mouth which is 12. It takes a lot of time to cycle through them. Did you know that TDM head has two joints for the tongue alone? It seems like a new animation is picked at random only after NPC says something?
  20. We shouldn't turn off animation blending. Without it there's annoying jump from one animation to another. We need more blending, not less. Let's do a different hack. The problem is that origin bone rotation is driven by code and it finishes rotation in 1/3 of a second. We can't make it significantly slower without messing up AI. My first hack was to simply make character move slower than origin. So the origin would finish rotation, stop and then the character would continue moving for the rest of the animation. But we can animate the origin bone too. Since we want the origin rotation to be longer, we can counter-animate it. So while the game code rotates it 90 degrees one way, we can apply rotation in the animation file the other way to counter it. So we end up with 90-60=30 degrees movement for 1/3 of the animation. Then when the code stops moving the origin, the animation file can continue rotating it for the remaining 60 degress. We end up with this stupid looking animation: In the game however origin now rotates for the whole duration of the animation (1 second). This is what it looks like with blending set to "0" in float delta = getTurnDelta(); if ( delta > 10 && hasAnim(ANIMCHANNEL_LEGS, "turn_left")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 0 ); } if ( delta < -10 && hasAnim(ANIMCHANNEL_LEGS, "turn_right")) { animState( ANIMCHANNEL_LEGS, "Legs_TurnRight", 0 ); } Here's with blending set to "4" (current Dark Mod default). There's some jerkiness. I applied some more tweaking in Blender to mitigate some of that: With blending set to "6": Those values in: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft",4 etc., they seem to drive only the "ease in"? I'm a little confused about how they work.
  21. Version 1.4 came out. Here's how easy it is to make a texture these days. You can use program like this to make a basic layout and then just ask Google to make the rest.
  22. Slowest "turn_rate" in tdm_ai_humanoid.def that doesn't break combat seems to be around '135". This is what it looks like with animation that matches the rotation exactly without any workarounds: Blending set to "4".
  23. All consecutive animations get blended together. You can change duration of transition in frames. It's the number after comma. For example: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 18 ); There are hundreds of those and changing some of them may break things of course. E.g. combat animations. Although at "18" combat seems to work. Here's a slightly lower number (18 frames). The randomly played idle animations are blended a lot more smoothly while NPCs walk too. Also the random head and shoulder turns that are driven by code.
  24. While I was trying to fix the 'turning' animations, I experimented with different values in tdm_ai_base.script file. Here's what it looks like when blending between animations is set to 24 frames. I I replaced all values in the file wholesale.
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