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Noisycricket

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Posts posted by Noisycricket

  1. That certainly wasn't my intention, and I'm sorry that it came off that way.

     

    Its so easy to misjudge the intention of posts over the internet without seeing the person speaking, I just read one of mine that sounded strange upon second glance. Perhaps i jumped to conclusions too quickly... anyway, I'm going to click "add reply" and start forgetting about it. :)

     

    EDIT: OH! and about that comment going up you know where, lets remove it: *snaps latex glove and motions Crispy to turn around and bend over while nodding his head just ever so slightly too enthusiastically for Crispy's comfort* :D

  2. After changing it to 1 i saw an much faster anim running at a faster speed, with no feet sliding. Also, inserting the default run back in resulted in a much faster animation than im used to (which looked much more realistic btw, judging from the amount of ground being covered, but im assuming the team has already discussed this)

  3. Im pretty sure, because the animation has no feet sliding in maya or the game, yet it is much slower in the game, so i think its a modifier issue and squill's normal run cycle is too fast for the games run speed, thus it would make sense to apply a modifier to it.

     

    The diff function of TortoiseSVN shows a line in both my .md5anim and the old file which reads "framerate 24". I guess that means its 24fps?

     

    Do we want the run speed to be the same as the males by the way? If so, i could just shrink the animation down to 18 frames after im done doing it using 24 frames to get a natural feeling during playback. Hmm

  4. I tried testing a new female walk cycle on the idle_animations map just now and the speed of the character and the animation are slowed. Any idea on how I can test it at a proper speed?

     

    EDIT: I noticed the previous 18 frame animation played much too fast for the run speed of the game, thus im thinking it was slowed down with a modifier, anyone who were it is in the code so i can change it/them?

  5. Very cool underground cavern. (I'd love to sneak around in there...)

     

    Cool sky effect at 6:20 and another version of it at 6:48

     

     

    and some incredible looking 2d water effects:

    They vary the water effects by map, heres a calmer version:

     

    Some interesting Art i cam across

  6. Ha! Yes, animating a female with the proguard was a tad odd! I must have forgot to key in the X position, that why hes, or shes, moon walking. I'll have to re-upload it in a bit. For now you can key in 65.164 for the x translation value at the last frame. The one that I uploaded last [an hour ago] is the correct one. I will delete the last one.

  7. I had a thought about this, not knowing how this system works. Its based on an idea i had for A.I. sight i posted on the Ogre [engine] forums a long time ago, which had to do with taking a low resolution screenshot of the player and his immediate background from the A.I.'s viewpoint, then taking a random sample of the player's pixels and those of his background and comparing the two average values, giving an idea of how much the player stood out from his surroundings. Anyway....

     

    I thought taking a sample of brightness values to dynamically light readable would require tons of new code (and it might for all I know), but i read, i think yesterday, that the lightgem or a related feature relies on sampling a small amount pixel's brightness values in a given area. I was wondering if that functionality might give way to a easy fix that would vary readables brightness dynamically (with minimum value I would guess, {or maybe not for a future hardcore difficulty setting}) Maybe a 3d readable that would be shadowed and lit by the scene.

     

    Anyway, hope this helps.

  8. It would help to stare at one for a good ten to fifteen seconds, analyzing it, then look at the other. There are *huge* differences and were talking gangster rapper vs librarian sized differences to my eyes. I gave mine kind of a bored and tired custodian, can you pick it out?

  9. I uploaded a new version of the walk after sorting through all my file changes and making a few changes. It has a very on-duty guard look. Hopefully someone gets something out of it. Some time in the distant future, i'll create another one that makes him look a little stronger or threatening or pissed off or whatever, not sure how to do it yet, but something that creates a little tension in the mind of the player.

     

    Heres what it looks like compared to the current version [walk diff is the filename]:

    http://www.mediafire.com/?sharekey=4594201a46c2eae536df4e8dca141969e04e75f6e8ebb871

  10. Well, Crispy, your post came off to me as "Hey lacky, don't think, just animate, K dumbass?

     

    Are you sure about the performance? I mean, each vertex has to be moved around the local axis while tracking the player, but then for the bow_aim_idle, isn't each vertex further calculated for adjustment around the torso joint? Either way im fine. Hell, i'd prefer an idle myself. It just seemed from some of the discussions that processing the A.I. is hurting some of the framerate, as mentioned in the conversation wherein someone mentioned using the monster-kill (or whatever its called) command solved a greatly lagging framerate. Who knows what % of that is from animation or path-finding or rendering, etc. I don't, but i would like to know out of curiosity.

     

    I'll create a combat_bow_aim_idle in addition to renaming the current one, combat_bow_aim_pose so people can choose for themselves, but as far as what should be the default animation, think about what your going to do the split-second you clearly see a guard aiming a long bow at you.

  11. I wouldn't think they're going to need much, if any, weighting just for correcting clipping. If the heavy chars are going to fight, they might need a little more. Just binding the skin to the skeleton at the correct position I would think would be enough. If you can get one into Maya in an hour or so, i'll could have a completed set of heavy animations within the day.

  12. I know, but it all adds up Crispy. Theres no point in me not making considerations like this. If you want a moving idle animation, I'd be happy to put it on my list, it would be pretty easy. Also, I hate people trying to regulate my behavior, unless your comment is the result of some internal discussion, kindly put it where the sun doesn't shine. :)

  13. Just so you all know, i didn't give the aim animation any movement, its just a pose. I could have given it some movement, but in testing the ranged A.I., I realized the player would be 1: running, and 2: facing away from the guard. Nobody is going to stand there and get shot in a gameplay situation, thus taxing the graphics card for that didn't seem worth it. Also, i assumed the code will have the A.I. track the player, thus granting some movement.

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