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Noisycricket

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Posts posted by Noisycricket

  1. I believe the guards that are carrying torches, and maybe anything else, will still use the existing one. I'm not opposed to variation, thats for sure. I don't mean to be harsh the old one since animating is so time consuming and challenging to get just right, but i really don't think people walk that way at all, so i've always wanted to replace it. When i originally noted its completion, there was talk by Greebo (i think?) about enabling the engine to randomly set individual guards to take on different walk animations. Not sure if anything was ever done with that.

  2. Sorry, I don´t see any movements at all, besides the attack-animation. :mellow: Or do you mean just the height-position? I never played that game though.

     

    Yeah, its very subtle and very hard to see in youtube videos, but he moves side to side when hes moving along. Run (more like a jog) is the default movement, there is also i walk, which is an underrated movement method for immersive gameplay imo, since you do it all day long, every day of your life. I always want to tell people that when they enter an area with impressive scenery, to try and walk, not run because to me it makes it all seem more real. Also there is a crouch walk and all the movements blend into each other smoothly, so when your crouched and you start moving forward, you go up a little and when you stop, you go back down. Also when your standing still and you pan around, the screen moves as if your shifting your feet. I loaded Dark Athena, the remake, up just to feel it again, its amazing imo. If you get bored sometime, load up the demo.

     

    Its what i feel is the best overall movement system, but Battlefield 2142 has the best running movement imo. There is a VERY subtle screen shake when there foot is planted, which corresponds accurately with my own experience while running. I just found out you can do the screen shake part of it in TDM by adding a "shake" parameter to the footstep sounds. I think something like .001 or something tiny so that its not even detectable for most of the steps.

  3. Heres a video of the current 2 together. The one on the right looks smaller because of the FOV settings in Maya.

    http://www.youtube.c...h?v=6iq_NsrF5cs

     

    @ Legion: Its not quite perfect to me because I took hip rotation into account, which causes the skin around the bellybutton area to twist a little bit. Which looks kinda weird on armor. Its just a little spot and doesn't really bother me though. I know what you mean about the shoulders, too stiff. Hopefully i'll get some time to play around with that soon.

     

    I have messed around with the head bob settings a little bit. Its very limited though, yet i'd recommend a little tweaking of them for any TDM fan. A lot depends on how a person see themselves sneaking I think, so it could be subjective. FWIW, I personally feel the best first person view sneaking movements are seen in the game: The Chronicles of Riddick: EFBB. Like hear near 4:00.

    To do that, i'd need to revamp the root algorithms, something that is probably beyond me. I still haven't tried to see if i can animate the skeleton joint that the camera is attached to, I bet i could get some really good fluid movements with that.
  4. I ran across this file today and thought i'd go ahead release it. Im not sure if it comes with TDM or in Darkradiant, but its buried somewhere and would probably never see the light of day. Anyway, I had planned on releasing this through the forums a long time ago, but didn't for various reasons. I figure i never will if i don't do it now, so here it is: A walk cycle for the guards i animated. Its intended to look very realistic. I spent around 1.67 million years watching reference video and took reference video of myself from multiple angles. It took a long time to animate. I'll even admit im a little proud of it. I spent upwards of 3x the time i spent on the search animation. Its not perfect and to many eyes, the difference may not be huge, to others, perhaps more. To me its a huge difference, but i stared at it for 2 months...

     

    I wanted it to support immersion and i tried to add in a hint of tiredness and boredom for character and also physical capability and general confidence to help keep the player's psyche on edge.

     

    To install, you must create the following folder structure in the darkmod folder:

    models\md5\chars\guards\proguard

     

    Rename the file to walk.md5anim and place it in the proguard folder. All done. Then start'er up.

     

    Hope you enjoy :)

     

    http://www.mediafire...18q4q6fkl60mzt5

     

    Here you can see the difference:

  5. Must be worth substituting some ultra short sounds (any) to see if the length of the sound is the problem to test your theory NC.

     

    I can pretty much confirm that already since i decided to finish something i started, which was the quiet (er) footstep set i was working on. I inserted some sounds which took into account the entire planting of the foot from heel to toe, which is longer (x3 on some of the crouch_walk's) than the current sounds. The crouch and the run clip quite a bit more. Hopefully its not some global parameter that is causing this which can't be switched off for the guard vocals.

  6. Right, i noticed that, i thought it might at least be a clue as to what it was not. Yet certainly more then one sound at a time usually comes through your speakers right? You can have an ambient track playing in all channels, then swing a sword and the ambient track doesn't stop, then start again. Normally you'll have a good 20 or so sounds coming through you speakers at heavy load.. I remember the "Fall of Berlin" map on Battlefield 2142, there was a sort of choke point there that one side always had to get through. There would be 30 guys on each side next to each other, all fighting or moving and I remember thinking, what a cluster F of sound. I also remember the Xf-I card could support up to 128 voices, which i thought to mean, 128 sounds at a time. I wonder if its a limitation of .oggs?

  7. I tried troubleshooting this a little today and found someone had put forth a theory about the same channel not being able to load another sound until it was finished playing the current sound. When i set maxsoundspershader (in both instances in the doomconfig.cfg to be safe) to 1, only 1 of the four footstep sounds will play for a given speed of movement. It plays over and over, and i don't get any missing steps either, or at least that seems to be the case. There is a small amount of variation in frequency, but im guessing thats because the step trigger is tied to the bob settings? Can someone point me in another direction to look at? Or is this a dead end with no solution except to shorten the sound file?

  8. I personally have felt very disconnected to the world in TDM. The story was one of the big things that kept me going in previous games. I think one thing that would be really helpful would be to insert as much artwork of the world at hand as possible into the main menus. For example, having the main menu artwork be an animated scenery of the city at night, with twinkling lights in windows, stars, etc. Something detailed, especially for the main menu. With an ambient track, like wind. Then have the equipment menu artwork show a different location, or series of locations, with more 2d animation. Im picturing something like the shops in TDS, but more interesting, like a large window predominantly in the view with a large ship outside of it, with torches here and there and of course ambient lighting (in 2d) inside. For the objectives menu, maybe make it the character's desk, with a candle and some other interesting trinkets nearby, like a piece of a lantern bot, a map or scroll, a compass, etc. How do this, easily? I'll have to get back to you... don't hold your breath. Theres a lot of budding concept artists out there and lots of art forums, i know theres someone out there that might do that, just for practice.

  9. Just want to jot this down even though it sounded as if a flying creature with A.I. is a no-go at this particular point. But somewhere down the road i'd love to see these made. They would fit right in to the TDM world imo. From Borderlands, Rack:

    seen here starting at 6:57. I was really impressed with the various idle animations and the flying animation, in particular, was silky smooth. BTW, also for future reference, their attack pattern was fairly simple and they seemed to fly in a narrow oval shape when attacking. Great for immersion too imo as they look really cool when perched...

     

    Another pretty cool thing borderlands had was shooting stars.

  10. We just had a ton of games released for the PC, like BF3: Bad Company, MW2, Starcraft 2, Dark Athena, Metro 2033, Dead Space, Mirror's Edge, Prince of Persia, and T4 is coming out, but i guess if those aren't your kinds of games then thats different of course. Even liking generic shooters, i've always had periods of up to 7 months or so where nothing interesting is on the horizon, going all the way back to Quake. Seems about the same to me these days.

  11. Yeah, an all out sniffing/attacking/barking dog could get complex. For the attack animation that aimed for the head/chest area, would another be needed for a crouched player? For the chained dog idea, i wonder how the rope/chain could be animated to look decent. Call of Duty 4 and World at War both have attacking dogs for reference btw and some other games too, but i can't think of the names. Theres a console game that came out a year or 2 ago that had a dog as a side kick and it was animated beautifully, but with a lot of code help, i can't remember the name.

  12. What i mean is, that the dog would spin on a single axis to turn around, which would look a bit dodgy. Its just the look of the turning motion im referring to. The same problem exists for guards, which doesn't look quite as bad because so much of the mass of the human body lies near our vertical axis. Since a dog has its body parts much farther away from its center of gravity, turning on a axis looks weird.

     

    So, if adding a dog to simply add to the ambiance of a level (rather than for combat, with its own combat animations and code), I wonder, would it actually help? Or would it hurt some peoples immersion and/or are there better things to focus on? I think it would be worth it for the most part, but i'm kinda of raising these questions to the guy who has to spend a bunch of time modeling and texturing it for his/her sake.

     

    Example of cat in Thief 3:

    http://www.xfire.com/video/2d2d81/

     

    Here the cat is still walking forward a tad as its turning, but it would look even worse if standing still. If given desired turn rate, i could animate a turn so the feet wouldn't slide so much.

     

    It would have to be modeled first. I could rig it.

     

    Mappers could also make their paths so the dog doesn't make any sharp turns if they were so inclined.

  13. I was thinking more of a wandering mutt that's common in cities. I mean.. what city do you know that don't have it's share of strays. But I suppose both could be done.. a mutt and a guard dog.

     

    Actually the guard dog would be cool for use in warehouse type areas when the place is supposed to be closed at night... places the Citywatch would not normally be.

     

    Uh.. I suppose if they had dogs, there should be raw steaks with knock out drugs, or some other politically correct way to shut them up.. it may not look good to go around killing dogs.. but then, that would be another good tool a thief may have to find to use.. knock out steaks.

     

    I'd be happy to create some ultra realistic "wandering casually" dog walkcycles. I can probably make the rig in Maya now as well, despite being trained in Max. Theres quite a big downside though, which is the unrealistic turning, like the cat in T3, but even bigger. Not sure how that could be worked around, but it sure would be cool to see.

  14. Those quick movements in the cower animation look wonderful, something i've really not even tried. Looks to me like you could pull off a good drunk idle animation. Thats something the team is still in need of if your up to it. Yet it would need to be a long one so it doesn't repeat too soon. Or, a short main idle with several secondary animations that would be called in the code. The team never really decided on which to go with. But if you create a long one, it can be broken up pretty easily. Not sure atm if there more pertinent needs, but i thought i'd throw that out there.

  15. the EAX reverb on the info_location objects in my map were set to default, because EAX on my sound card causes the game to pause for 4 seconds everytime you go into a new sound area, so I didn't bother to set them.

     

    the pauses are causes by the sounds reloading at every sound area change, even though I had it set up to load all sounds at start.

     

    I never got any pauses between rooms, that actually sounds promising. I should clarify that i did get the reverb effects to work in a one room level (and the footsteps and guard chat sounded amazing), but i couldn't get it to work in anything else and got seriously burned out in the process of trying to make it work. But because it worked in one room, it seems the pipeline to the EAX card is not broken and therefore might be caused by changes in the way DR compiles maps?

  16. After much sound testing in 1.0, I came to believe that TDM's sound propagation code somehow hinders the surround sound effect, since in Doom, i can pinpoint a needle dropping, where as in TDM, a sound is often heard the same way while rotating around a large number of degree. In addition, it often snaps to a whole new position which to my ears seems like going from stereo to mono.

     

    As far as EAX, i don't believe the current maps are even built with the necessary room to room nodes supplying the data for the desired amount of reverb, except for one, but i don't think it works at all anyway. I just now started wondering if it wasn't something to do with some changes in the way DarkRadiant might build maps differently.

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