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STRUNK

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Posts posted by STRUNK

  1. 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.md5mesh

        channel 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.md5anim

        anim 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?

  2. 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:
     

    Spoiler
    model 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.



     

  3. 17 hours ago, HMart said:

    Is the character mesh itself well positioned in blender?

    unknown.png
    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 ..

  4. 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:
    STRUNK_2022-01-06_13.22.29.jpg

    Is there something I can put in the .def to change offset or something else you can think about?

    • Like 3
  5. 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.

  6. 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 : )

  7. @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+

     

  8. 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

  9. 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!
     

    Spoiler

    I 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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