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Noisycricket

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Everything posted by Noisycricket

  1. No i wasn't, i spent a lot of time researching the movements of large creatures like that, as well as smaller ones like orcs and even goblin-like creatures.
  2. If i wasn't being sarcastic, i'd have 421 posts mentioning Cave Troll.
  3. Would have saved me some time had you mentioned that the first 421 times i had mentioned Cave Troll.
  4. Any chance of making a Cave Troll (ie, LOTR) model? If you make it, ill animate it!
  5. Love the colors and this one looks like its in 3D.
  6. Walk cycle reference: http://vimeo.com/6222175 (none-too-shabby music either.) Even better, with slow motion at the end: http://vimeo.com/6217750 Its interesting how different they all are. @Squill: I see your point about the foot angle now that i've open this up again, yeah it was too high, thanks for the feedback.
  7. Heres a pretty good walk cycle for zombies for future reference.
  8. I tried to remove it, but saw that you had. Thanks.
  9. I noticed these two animations are still playing for walking and sitting, do those text strings just need to be removed from the "idle_animations_torso" and "idle_animations_sitting" sections in all of the A.I. def files?Or did someone decide they like them.
  10. How exactly do you install the download he gave? When i replace the 2 files the game won't load.
  11. Hmm, that is the wrong one. I need to log my changes better. The correct one I just uploaded to my folder as walk_swagger. Multiple walk_cycles sounds fantastic. I've been using this alternate walk cycle for a month now, haven't seen any problems what-so-ever. When the A.I. are coming down a dark hall at you, it looks very real to me. I noticed Squill's walk cycle has the same thing going on with the unmoving pauldrons. However, he updated that walk_cycle with a newer one recently where he *might* have done something with them?
  12. The foot step sounds made while walking over moss, from moss arrows, are very loud as well.
  13. Should i submit that as a bug report Greebo?
  14. I noticed that after guards hear a sound and they say "what was that?" to themselves, the idle animation resets when the guard says: "must have been nothing". The reset causes a noticeable jump obviously, but especially with the current animation, which has large movements. But didn't TDM used to have the guards look in the direction of the noises they noticed? Hmm maybe not... EDIT: oops: title. Hmm, can't change it, or full editor button not working.
  15. Side question, could we spawn zombies with an invisible sword and get them to work or would that also require a bunch of code development?
  16. No messages, I simply am taken to what looks to be the default forum view page, no username box in the top right corner or anything. After i am able to log on, it works fine.
  17. Im having trouble logging in, only worked twice out of 25ish times tonight. I tried deleting browsing history several times and rebooting. I created another account to log in with, its Thane. Feel free to delete it.
  18. According to the tdm_ai_builder_guard.def, under "idle_animations_torso" and "idle_animations_sitting", Im assuming its got to be either: idle_shifting1 or idle_shifting2. Both are feet shifting animations. I'd recommend taking them out, I'd gladly create some replacements. To see them, simply load up test/idle_animations and watch the walking guards and to see them while sitting, i'd recommend taking a look at the A.I. in the office of the lower floor of the Museum in Builder's Influence.
  19. Ok, one subtle drunk idle uploaded as idle_drunk.md4anim. Its just simple a side to side sway. To examine it, i'd recommend renaming it to idle.md5anim and load up test/walk, unless you know something i don't, which is likely. So the tentative plan is to add more supplemental drunk idle animations, like the regular ones. Here my own critique of it after seeing it in-game: -I notice TDM still doesn't wait for the currently playing idle animation to end before it switches to the next one, missing an opportunity for a seamless transition. -Its a little more repetitive than i'd like, but it is already 320 frames. With these slow movements adding a little movement creates a lot of frames. I assume each frame requires the same amount of processing power regardless of the amount of movement. Unfortunately, faster, more interesting movements easily create noticeable repetition. -It certainly won't work with normal idle_animations and probably won't work with the coded bodily movements very well, but neither would the super long version. -The stance of the body might not jive with all of the transitions its going to be making as well as if i compromised and didn't have the model so hunched over. -I think a super long idle alone, with no coded movements might be better.
  20. Theres 3 idle animations having to do with the legs/feet as the focus, at least as far as im aware. One is the scuff boot, which i see in model_src (which i've never seen play in the idle_animations.map), then is the one where the a.i. will go up on the balls of there feet, then the last, which im not sure whats going on really. I think its the last one.
  21. I think theres going to be a lot of jaws dropping to the floor when this mod is released (but also lot of "One or two nitpicks though....do you plan on adding such and such"? )
  22. One of the idle animations that plays when the A.I. are walking and sitting (do they all? I don't know) looks very strange. I think its one of the idle animations that has the A.I. stretch their legs, like idle_scuff. The arms go out to the sides making the walk cycle look strange, to me anyway. I don't think it adds anything to the sit or walk and i wanted to suggest taking it out. I'll be glad to put adding a replacement on my to-do list.
  23. It looks like just a standard bone setup. For basic walking changes, we can just rig up some ik to each leg (4 minutes?) can't we?
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