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Posts posted by STRUNK
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https://cdn.discordapp.com/attachments/815315205483397142/929116921335525376/bloktor_Idle.blend
That is what I got working before I tried to make a walk cycle. -
9 hours ago, Dragofer said:
This looks problematic. The asterisk in front of the bone name means that you also include all bones that are beneath this bone in the hierarchy.
Ok, I "coppied" that from " steambot.def" and did'nt know wat the astrikses meant:
Spoiler/**
* Baddcog's Lantern Bot (c) 2007
*/
model tdm_ai_lantern_bot
{
mesh models/md5/chars/steambots/lant_bot.md5meshchannel torso ( *upper_gear_link *low_gear_link *ear *smokestack *gauge *gear_bone)
channel legs ( origin waist *lf_upper_leg *lr_upper_leg *rr_upper_leg *rf_upper_leg *lf_mid_leg *lr_mid_leg *rr_mid_leg *rf_mid_leg *lf_low_leg *lr_low_leg *rr_low_leg *rf_low_leg *lf_foot *lr_foot *rf_foot *rr_foot )anim af_pose models/md5/chars/steambots/lant_bot_af.md5anim
anim ik_pose models/md5/chars/steambots/lant_bot_af.md5animanim idle models/md5/chars/steambots/lant_bot_idle.md5anim
{
frame 1 triggerSmokeParticle smokestack
frame 1 sound snd_steam_vent
}anim walk models/md5/chars/steambots/lant_bot_walk.md5anim
{
frame 12 footstep
frame 31 footstep
frame 31 sound snd_steam_vent
frame 32 triggerSmokeParticle smokestack
}anim run models/md5/chars/steambots/lant_bot_walk.md5anim
{
frame 12 footstep
frame 31 footstep
frame 31 sound snd_steam_vent
frame 32 triggerSmokeParticle smokestack
}anim alerted models/md5/chars/steambots/lant_bot_see_u.md5anim
{
frame 2 sound_voice snd_sight
}
}There is also a some IK setup in the steambot.def:
Spoiler// IK Setup "ik_numLegs" "4" "ik_minWaistFloorDist" "22" "ik_minWaistAnkleDist" "8" "ik_footSize" "4" "ik_waist" "waist" "ik_hip1" "lf_mid_leg" "ik_hip2" "lr_mid_leg" "ik_hip3" "rf_mid_leg" "ik_hip4" "rr_mid_leg" "ik_knee1" "lf_low_leg" "ik_knee2" "lr_low_leg" "ik_knee3" "rf_low_leg" "ik_knee4" "rr_low_leg" "ik_ankle1" "lf_foot" "ik_ankle2" "lr_foot" "ik_ankle3" "rf_foot" "ik_ankle4" "rr_foot" "ik_dir1" "lf_knee_ik" "ik_dir2" "lr_knee_ik" "ik_dir3" "rf_knee_ik" "ik_dir4" "rr_knee_ik" "ik_foot1" "lf_foot" "ik_foot2" "lr_foot" "ik_foot3" "rf_foot" "ik_foot4" "rr_foot"
Could you shine some light on that?
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1 hour ago, Dragofer said:
You need to add IK bones in the modelling app (see Youtube tutorials), then simply refer to them in the entity's .def in TDM.
I've been messing around with IK today and it worked fine for the idle animation I made but I ran into problems with the walkcycle, for I had parented the IK bones to the origin, so I unparented them and was able to make sort of a walkcycle in Blender, but when I wanted to export to MD5anim I got a warning that there are too many rootbone.
So I have to look into it again .. also in the .def file, where I still have a lot to wrap my mind around anyway, for I have only some basics I found working for me:
Spoilermodel BlokTor { mesh models/md5/chars/cartoons/bloktor/BlokTor.md5mesh channel torso ( *EyeR *EyeL *AntennaR *AntennaL) channel legs ( origin Body *LegUpFR *LegUpMR *LegUpBR *LegUpFL *LegUpML *LegUpBL *LegUnFR *LegUnMR *LegUnBR *LegUnFL *LegUnML *LegUnBL *FootFR *FootMR *FootBR *FootFL *FootML *FootBL) anim idle models/md5/animations/idle.md5anim anim idle2 models/md5/animations/idle2.md5anim anim walk models/md5/animations/walk.md5anim anim af_pose models/md5/animations/idle.md5anim //anim ik_pose models/md5/animations/idle.md5anim } entityDef atdm:ai_BlokTor { "inherit" "atdm:ai_base" "editor_displayFolder" "AI" "model" "BlokTor" "ragdoll" "BlokTor" "use_aas" "aas_rat" "size" "7 7 7" }
1 hour ago, HMart said:"origin" -1 ( 0 0 0 ) ( -0.5 -0.5 -0.5 )
I guess this goes in the .def file or the Entity Inspector?
Bookmarked the video. It's with a different 3D editor but might clarify some things.
Thanx for the replies, I'm too far into this now and want to make some stuffs, like bats_2.0, after I get this to work.
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17 hours ago, HMart said:
Is the character mesh itself well positioned in blender?
I think this should be good. I still have to make a layer with control bones/armature for easy animation.
Only thing I'm still wondering is if the bones that are exported to DR should have IK bones or not .. ?
But I think that has no influence on the floating issue .. -
I started learning some blender last week and made a little caracter and thought; why not try to get that working in TDM. With a lot of fiddling around I got a custom texture/material working, and also the character/rig/mesh and an animation.
But my little square beatle keeps floating above ground somehow, and I seem to be out of options. I tried changing the origin bone in blender for the mesh and the animation and also changing the aas_rat "size" in the .def file and some other things, but it keeps floating:
Is there something I can put in the .def to change offset or something else you can think about?
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Bootcamp isn't as straightforward as it used to be with new ARM chip, and I guess a lot less efficiënt then the intel(based) processors.
https://www.forbes.com/sites/dwightsilverman/2021/04/14/you-can-finally-run-windows-on-your-m1-based-mac-but-with-a-catch/ -
Can't you use bootcamp and have a dual boot system?
I had a mac years ago just for 1 program and I used it as a windows laptop on the side. -
The new main menu changes regarding loading and starting a mission seem very straightforward to me, only thing; I had to leftclick after the intro video (The Black Mage) to get to the difficulty menu. (Screen went black and after about ten seconds I thought; maybe left click). Could be this has to do with mission .. ?
@stgatilov
My FPS almost doubled in the infamous V1 " lava cave", so, for me, there is preformance gain. -
@Zerg Rush
I kill no humans (if it's not an objective) ... I always speak aloud, before I knock them out: "I'm very sorry, but you'll be fine", and imagine they wil wake up with only a slight headache in the morning
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Spoiler
Final pile of 2021 : )
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Oooh yeahh : P
I'm gonna play it right away. Thanks Sotha, and taffy New Year to all. -
@JackFarmer
Very good news Jack!
I tested the unofficial version 2 for FPS in the lava cave, and now I get 75+ there, where it was 5+ in the org. version-
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@Gadavre
I don't know what is wrong. It seems we both have some outdated hardware and other players don't have significant fps drop in these lava caves.
https://cdn.discordapp.com/attachments/815315205483397142/925855134414667786/2021-12-29_20-56-07.mp4
Here a video showing the fps drop, and rise after killmonsters.-
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@nbohr1more
Sounds like something that might be (part of) the/my pc's problem.
What I don't get is why killing the elementals in the cave gives me "decent" (20+) fps, when it was 4+ before killing them,
but when I "killmonsters", that are not in that location(?), fps shoots up to 60+ again?
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https://cdn.discordapp.com/attachments/815315205483397142/925842904621154395/2021-12-29_20-07-31.mp4
This should be a video showing the jobs_Numthreads at work with 40 elementals, and what it shows in the console .. and that the jobs don't get printed in the console when I killmonsters ..
I don't know if it's of any singnificance at all but . well .. here it is anyway : ) -
@duzenko
Could be. My graphics card is quite good (GTX 1660) but my workstation/pc is quite old and a bit strange having 2 quadcore xeon processors (x5570).
I made a simple room with 20 blue and 20 red elementals as a test, and my fps dropped to 20+.
Also tested with 20 elementals total and it was still 60+
When I kill only the 5 elementals in the lava cave my fps goes from 4+ to 20+, but when I "killmonsters" (in the lave cave) my fps gets 60+
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Tracy doesn't seem to run as is, and the user manual describes a setup that I don't understand unfortunately.
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When I'm in the cave and "killmonsters" my fps problem is gone and Igetfps above 100
That seems to indicate, for me,that the blue elementals cause a huge problem.
@Gadavre, could you try entering killmonsters in the lava cave? -
r_showsmp seems to spit out FFFFFF
I also see: Exceeded index frame limit (4096 kb), resizing...
New byffer size: 33285 kb
And: 16.0 to 24 milliseconds for asingle "R_AddSingleModel" job from list JOBLIST_RENDERED_FRONTEND on thread x
I set the jobs_numThreads to 8
Using 2 or 8 threads doesn't seem to hav an effect on GPU load.
Most part of the game the fps is above 60, in the lava cave it's between 4 and 12 -
getviewpos -4514.34 1613.03 -1427.32 -7.7 -156.4 0.0
"r_showsmp" is: "0"Task manager:
GPU load 40%
CPU load 17%
TDM 2.09b 64 -
Massive fps drop in the caves. I posted in the black mage fan mission topic my specs.
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r_useParallelAddModels 1
jobs_numThreads x
https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.09
Is that what you mean @duzenko?
I tried that myself but it changed nothing for me. -
Great mission!! Thank you Grayman (r.i.p.), Jack and others, I really enjoyed it. And that " painting" in remebrance of the great man is really awsome!
SpoilerI suffered a massive drop in FPS in these caves .. down to 4 fps : O
My graphix card is a geforce GTX 1660 6GB 192 bit GDDR5 and the missions I have done I could run at maximum
settings, never dropping below 60fps ... so it's weird. (I used to play on my laptop before and always had to play on low settings).
I have an older "pc" by the way:
Intel(R) Xeon(R) CPU X5570 @ 2.93GHz 2.93 GHz (2 processors)
RAM: 16,0 GB DDR3
Win 10 pro
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Discord proofs to be very helpful with sharing files with the internet b.t.w. : )