I wasn't precise. I modified the moveables.def and models appear on list of movables in editor. I can choose them, put into map and they work. I only can't see them in editor's 3d window. That only regards moveables, static are visible. I'm also wondering where should be handle's origin. I put it in center of model but I guess it should be where handle is attached to door in order to rotate properly. If so I'll correct it this evening. Thanks
I've made a lock and door handle models: Lock has 161 tris, handle has 176 tris + 121 poly shadowmesh. textures are: 128x512, 128x128, 512x256. Our current handles have no collision mesh. Does that mean I should not make one?
Epic phail. MD5 exporter for Blender is faulty. Animation looks good in Blender but in game upper part of body is twitching. I didn't notice that before. It appears only if movement is small. If movements are faster it disappears. There's no such problem with horse animations though so it must be something with guard skeleton. I imported md5mesh to Blender so I had to make my own modifications to animate it. I added two bones, which have to be removed every time I export the animation so it's a bit problematic. I would like to try Motion builder. Anyone knows were I can buy a copy?
We definitely need a lot of sounds, all kinds of. Many of our footsteps and collisions are not very good or are just placeholders so we could use that kind of sounds.
Some more shifting from one leg to another, this time shorter. http://www.dramthethief.com/darkmod/videos...d_shifting2.avi I also added footstep sounds to shifting1 and adjusting_belt_animations.
Another idle animation. Just simple shifting from one leg to another http://www.dramthethief.com/darkmod/videos/thug_shifting.avi It can be used by all characters. Which def files should it go to then?
I'm not a specialist but I always thought that combat animations in Thief games didn't quite match the size of the weapons guards had. I mean they had big swords but fought as if they were using light sabres. But they were great anyway. I think animations don't have to be 100% realistic as long they look good. edit: did I just say "light sabres"?
http://www.dramthethief.com/darkmod/videos..._belt_anim2.avi I rotated the hip. Legs of course moved with it so I had to adjust their position on each frame manually (I did that before anyway).
It's the Dram's FTP: http://forums.thedarkmod.com/index.php?showt...st&p=178391 Username: darkmod Password: -TeamMember0- Greebo put his conversation video there too.
I imported the proguard to Blender and made a short animation: ftp://www.dramthethief.com/videos/proguar...g_belt_anim.avi I uploaded it as idle_udjusting_belt. I hope it's usefull.