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Noisycricket

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Posts posted by Noisycricket

  1. Nice, i was going to have to make him fall backwards a little or redo the thing, which i already had to do twice since something weird happened. That character has his hands tied behind his back btw, but i can cut it into the sleep animation too.

     

    While im thinking about it, i'll put the offer on the table create a idle-pose-to-walk [and run] transitional animation which would make situations where ai are doing a lot of stopping and starting, like opening a bunch of doors, look more interesting. Although i've been wondering what adding a little coded acceleration to the walk and run might look like for the Ai.

  2. Sounds like some real potential there. Lots better than some voice acting i've heard. I really liked the shortsample voice. The commoner1sample and in particular the ThiefSample seem a little forced and unnatural though. For the thief voice, i'd try puffing out my chest while i was speaking maybe to see if some of that "cool guy" hoarseness could come from a more natural place. Or....something like that...;)

  3. Would the way this animation starts and ends in a different place cause any problems? I didn't think so since the run animation is that way, but in the idle_animations map, if i put this animation in by renaming it "idle_arm_scratch", the stationary ai return to the original position. Thanks

     

  4. I've got a few things to do before i get to the noblewoman. I had an idea i wanted to jot down though in case anyone else gets to it. For a temp/perm solution to the noblewoman's dress going too far out, don't animate the feet to go so far out. In other words, since the dress is so long, the feet won't be seen by anyone (im not 100$ sure about that) you could use the feet joints as skirt joints and simple bring the feet only as far back to make it look like the feet are just behind the dress.

  5. I haven't played with the volume sliders in the menu until now i think. Anyway, I've been having the problem of certain sounds being way too loud. But i just noticed that when i lowered the volume slider, the sounds 'seemed' to normalize. When i returned the volume slider back to maximum the sounds remained much, much lower. Were talking like half of what it was. That can't be normal behavior. I wasn't getting any falloff either. I didn't think o to test for that. I'll do that now.

     

    Edit: Ok, hmm. I went back in and it seems maybe more like it the falloff that reset and is now working, because when i get near the lamps that, there volume is still pretty dang loud

     

    This happen in 102 and in 103 in a map i've never played or loaded before. I've made no changes to 103.

  6. Here is an early concept art for the destination area, it's only a rough idea of what it should look like

     

    When theres lots of rope climbing, i always thinking about the idea of making the speed of the accent vary as each arm pulls you pull. I think it could look amazing.

  7. Tried to find some pics on google, no luck. The closest thing i found im not even sure its it, but it sort of looks like it. Its the 3nd set of screenshots down the page here. Might be easier to search for sharpening on that page. It was never enough to improve the game though, much like 60% of my graphical upgrades...;)

  8. @Sotha, Yeah, i agree, for that purpose, it probably should be shorter. Im completely forget the behavior in Thief 1,2 and 3, i should go back and take a look.

     

    @Springheel, I noticed in i think 1.03 that the vertices in the lower rear part of the noblewoman's dress are attached to one or more of the feet bones. You might be able to also weight them to the origin bone and give it something like 25%. Maybe you've already tried.... Also, I noticed a folder for the forger character which has a bunch of placeholder animations that need work with what looks like maybe a new skeleton. I don't see any handles. Any info on that?

     

     

    Simple things like that I can make, but I can't do the kinds of things Noisycricket can do.

    Yeah you could, its just a whole lot o time thats all.

  9. Bashing doors seems like it would require some suspension of disbelief too that nearby npc wouldn't hear something that loud and not have all the npcs on the map come over with their swords already out. I think its a little unfair since the guards have such i tiny hearing range as it is. You could probably bash all the doors open on some maps. The other thing is the door in TDM seem very solid. An unhindered chance (a minute one) to open any unbarred door seems more immediately relevant. Although, when referring to exploration in some abandoned building, thumbs up.

  10. Whoa! That's nice!

     

    Would it be difficult to make another animation, which is basically an alteration of this one so so that the AI looks forward and ponders?

     

    Now when the AI hears the player making noise, he turns to look in that direction. Then the AI only stands there and watches.

     

    It would bring the AI more into life if the AI sometimes played this pondering animation before resuming patrol route.

     

    I mean this kind of sequence of events:

    *player makes noise*

    *Ai turns to look in the direction*

    "I thought I heard...."

    *Pondering animation*

    "Nothing here now.."

    *Resume normal patrol*

     

    Like this?:)

     

    http://www.youtube.com/watch?v=X1Nv5XvX0Q4

  11. I ran into two examples on transparent black hair, one actually in Doom 3 and it doesn't look bad at least in dark environments. The other is in Fable 3, and i can't tell if light is affecting it, it almost looks like its not. Since modeling the wolf was just for fun and to learn Maya, i may just make it, or part of it to test.

     

    Fable3( at 2:20 )

     

    doomae.jpg

  12. I was wondering how people feel about the TDM universe mixing with the Lord of the Rings and the D&D universe. In my mind, the TDM and the Thief universe exist on the same planet as the LOTR and the D&D universes, but on different continents. So if someone put a dragon's lair in the bottom of a distant mountain range, or created an encounter with a beholder or a party of Ogres sitting around a fire (ring any bells?), i'd feel at home personally.

  13. Ideally what we need for this behavior is something that I've already put in a request for, and that is something like "sitting" behavior--code that allows an AI to enter a new animation state, stay in it for a set amount of time playing some random animations, and then exit it.

    (don't think I ever specifically added it to the tracker before, but it's there now--http://bugs.angua.at/view.php?id=2466)

     

    I was thinking this exactly. A sort of activity state manager, which might work well with some animations i was going to ask about doing, which involved workers moving crates and passing crates from one to another as well as covertly passing items, like money or a payoff... I was also willing to create some variation of the book shelf interaction animations so they didn't all look the same, but that would require a different branch of animations?

     

    In summary, it would nice if the Ai could browse the book shelf [and maybe not take anything], take a book and either read it there standing and then take another book, or take the book back to a table and read it there. (A few minutes of programming at the very very most)

  14. Or did the game later have some mods or patches which improved the game drastically? I still have it lying around, so maybe it deserves another go...

    Stalker 1 plain, with no mods, looked horrible, the huge weapon models alone kept me away and thats why it was a year or two later that i bought it. I used the Oblivion Lost mod, which was a 700mb mod filled with fixes, new [smaller] weapon models with Darius6's sound mod, graphical tweaks (thats an understatment), textures, something called the float 32 mod, which raised the framerate, translation fixes, a harsher economy, Ai Life changes, pitch black nights and on and on...

     

    Heres where i get my Stalker mods.

    http://stalker.filef...gleplayer;10538

     

    @MoroseTroll: Well, 1 out of 3 aint bad.... ;)

     

     

    @7UpMan: Stalker Complete wasn't out yet when i played. I didn't like some of the menu changes and other things, but overall, its well done. I used Oblivion Lost, with its default graphical changes, not the "weather overhauled" addition, which looked nice, but the contrast was so high, the shadows were pitch black on my monitor.

  15. A game forum predominantly filled with posts from people wanting more falls in line with normal human behavior as far as its been my experience in these last 15 years of browsing game forums (and complaining).

     

    Coincidentally 3 Russian (and maybe Ukrainian?) games, Flanker 2, Operation Flashpoint and Stalker, I just remembered complaining in their forums :laugh:, they're some of my favorite games. I even begged the Producer of Flanker 2 to do something different than he was planning. I loved those games, Stalker 1.0 (with mods) being close to my favorite single player game, so its really out of an initial liking that people complain about TDM i'd say. The only game i see toping Stalker for me is Metro 2033, another Russian game??? :), which i haven't played yet.

  16. Heres some basic key poses to give some idea. The beginning is the browse-shelf cycle, it plays just once. Then a grab book animation plays, but it is only the main poses that are keyed in and the tangents are currently set to step, so it jumps from pose to pose. But id like to make it as good as mocap, at least eventually. Anyway, programmers, let me know if you'll commit to implementing this, or if you have any ideas or questions. I'd honestly rather animate some smaller things like hammering and some smithing activities, so feel free to take your time thinking about it.

     

    I should mention that this was done quickly and without any reference footage (one should never do that btw), its very basic, the browse_shelf animation has only the head an pelvis animated, everything would have a little animation in the final.

     

     

  17. Ok, this is taking awhile to figure out, i've also got some RL activities going on, but heres some thoughts thus far. I don't think we need any code to fire off animations at specific frames. As long as the take-book animations can start at the end/beginning of the browse-shelf cycle animation, it will be fine. Which would also make each of the take-book animations look good when played alone. I can just incorporate a glance toward the intended direction within the animation. Anyway, almost done with a rough example. Rough being the keyword.

  18. Yeah, the book model would be openable, and if it had 2 bones I could control, i could synchronize the hand to the book movements nicely. The model itself should be of average size of course. If the character sees the player, a standard model book could drop down unless its fine for the book to coexist within the world. I'll get some basic animations going.

  19. I'd really like to do some AAA quality stuff with bookshelves. I've come up with an idea that will require some coding support me thinks, but i think it will really be worth it. So here an idea.

     

    I could make 3 animations for characters taking books from three heights on the bookshelf. Low, middle and high. Before those animations play, there could be a general animation for looking at the books, where the character slowly panned around looking at various books. The key is to make the character look in the direction of the subsequent [take book] animation. So, in other words, the "browse bookshelf" animation would play, the character would eventually look downward near frame 280 and at 298 the "grab lowest book" would play and the character would bend down at take the book from the lowest shelf.

     

    So the "browse books" code would randomly choose between three when it played as well as how long the character would browse before it took a book. Hopefully the mapper could set the "time to pickup", if need be for scripted sequences.

     

    Now after that, the character could take the book with him, or opens the book there and read, turning a page once per cycle. There is already a generic animation for the right hand reaching out and taking something, so the reading book animation wouldn't have to take place at a shelf.

     

    The book would have to have a 3d model and skeleton, something i could easily do in Max, but not Maya, so that would have to be done by someone else. I'd animate the character to open the book.

     

     

    Thoughts? Anyone want to commit to anything? I could post in the public forums too about helping to make the book.

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