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Noisycricket

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Everything posted by Noisycricket

  1. Yes, via the megaupload link. Its says 8.5 Should i try using the .reg file?
  2. No, the username/password the Sparhawk gave me didn't work for some reason. I've got a note out to him about it.
  3. Worked, thanks! Yay, new error! Its better than seeing the previous one for the 45th time. line 5: failed to export.....Could not load MayaImport.dll
  4. Am i doing this right? I load up doom using my Saint Lucia shortcut and enter: exportmodels guardsneeze, then press enter and get this error. file e:\Program Files (x86)\Doom 3\saintlucia\def\guardsneeze.def, line 3: Unknown token: - --------------------------------- Here my guardsneeze def file: export guardsneeze { options -sourcedir a\ -destdir a\ anim guardsneeze.mb -dest idle_itch.md5anim } --------------------------------- -My St Lucia installation is: e:\program files (x86)\Doom 3\ -guardsneeze.def file is in e:\program files (x86)\Doom 3\saintlucia\def\ -guardsneeze.mb file is in saintlucia\a\ -The MayaImportx86.dll and the two other files that come with it are in the Doom 3\ with the Doom 3.exe executable, the Doom3\base folder, saintlucia\, Maya\ and finally, Maya\bin. -Im using Maya 8.5 SP1 64bit at the moment. -Doom version 1.3.1 1304
  5. Animations status spreadsheet: http://spreadsheets.google.com/ccc?key=rtq...fw&hl=en_GB Planned animations: idle_stretch 2 idle_scratch neck idle_warm hands Completed Animations: idle_sneeze idle_spit idle_scratch idle_eat idle_stretch
  6. I don't forsee any problems, I'd just have to angle the forearms up a tad.
  7. For the stretching animation, i can't rotate the shoulders 90 degrees up to put the hands behind the upper neck without the shoulder area of the mesh getting completely distorted. Can i use another model to do that animation to make sure it looks right? Also, I may have to modify the animation to take into account the huge shoulder-guards the Hammerite guards wear.
  8. Copy that. 70% done with the spitting animation, much trickier than i thought it would be.
  9. Roger than Springheel, the grittier and more realistic, the better. @SneaksieDave: Well now i don't like the arm swinging either! The act of sneezing is kind of defensive and jarring, maybe the arm swinging is too casual for that particular situation. I think it would go better with a stretching animation. I think ill change it to a quick wipe on the way down. I wish we had a section for polling team members.
  10. Unless this is by choice, i think the proguard model needs a little easy tweaking. If you'll notice the hand seems between about 5 and 12% too big and the waist circumference forms a circle, rather than a oval shape.
  11. Yes, that was intentional. For me, bringing the feeling of gravity into the game enhances immersion. I think it looks nice as long as its only done on a couple of the animations and its subtle. To me it says, "Im dead tired, is it break time yet?". I have since changed it so that it doesn't swing quite as far. I had thought of wiping the hand off, but i took account the length of Thief 1 -3 animations and thought i should keep it shorter. I'd rather have them twice as long. (and if i can do that, let me know!)
  12. So patrolling A.I. will do idle animations, i didn't know that, good to hear. I read that map makers choose the idle animations, so i have been running under that assumption too. How about stretching the arms at 75ish degrees upward, then bringing them back down closer to the body, rather than having them swing back down away from his body?
  13. No need to explain or post a bounding box, I programmed a simple pong game with a bounding box for the ball. I think I see what your saying about the circle potentially leaving A.I. closer to a wall on his sides than from its front/back when its done searching for a player. Isn't the A.I. programmed to return to its previous activity/post when its done searching for the player? From what your saying, apparently not. I've seen A.I. standing still after searching for a player, but i thought it was a bug because it was staring at a wall.
  14. No, i wasn't sure that I should since it says for "team members" to do that. I will send him a note.
  15. Doh, first problem.. I can't download the MayaImportx86 file from the wikipedia link. I don't have SVN access. I tried logging into the ftp server using the password to check there, but the password didn't work. I tried using the http link as well and get an error: 403 forbidden message.
  16. I'll try and follow the Wiki guide before i bother you. Is the sticky post in this forum about the maya binary and/or fbx files still something i need to pay attention to? I not quite sure what that is. Do you want me to upload these anywhere?
  17. 1. Is it possible to rotate the head where it attached to the neck? 2. Can joints be added for breathing animations? ie, one for the belly, two for the chest? Note: when i lift weights, which i do to make my day job easier, i notice my biceps muscles pushing off my ribs, pushing the arms out with each inhale. Could potentially add a psychologicly based virtual look of strength to the guards. 3. Can I manipulate the fingers individually? 4. Do/will idle animations wait till the previous idle animation is done before it move on to the next?
  18. Keep in mind my likely ignorance to the TDM engine and current levels when i respond... I don't know how or when the animations cycle, or if the map maker chooses them. I've only the Thief series and Thievery to reference in my head. In your example Mortem, rare as it would be i would think for a mapmaker to place a standing idle position dead in a corner, as long as you gave him around 1.5 body widths on either side of him, you'd be in the clear. All the Thief games have the animation and TDS's were done while walking as well. My plan was to stretch the arms out at a 45 degree angle upward. Again, you guys make the call, i don't know the scripting or levels, i'm fine either way, trust me on that!
  19. There is a little hesitation in the hands as hes determining whether or not hes going to actually sneeze, but its very slight, but I agree, ill add a little more. A bigger problem i thought was the arm movement just after he sneezed, i'll adjust that too. Edit: Yup, used a camera, but i couldn't get my whole body.
  20. I share you concern about clipping. However, I can't think of a single guard standing position where that would be an issue. Its been a long time since i've played through Thief 1 and 2 though, so perhaps im just memory deficient right now. Seems like out front would be worse, because of guards standing next to railings. You make the call Springheel, i'll make it look natural either way.
  21. Im a little confused as to how to figure out what animations are already completed. Are the red texted animations in the master list always current?
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