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New Character for 1.06


Springheel

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Well, since it doesn't look like anyone is going to show up and create a new stocky rig for us anytime soon, I did some work on the builder forger to get him into a usable state. Because of his girth he can't use most of the default animations. I've tweaked his weightmaps and got him looking pretty decent now, but I had to make a new set of stocky animations for him. I made a new walk, a new sit, sitdown/situp, a new idle and 4 new random idles, a new search and a new use_righthand. The default run works well enough. That's enough to make him functional, so I'll add him to the game in the next update. Eventually I might make some more stocky characters and expand the range of animations.

post-9-130352596919_thumb.jpg

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Very cool! :wub:

 

Does that welding mask count as a helmet for BJ purposes?

 

Considering that guys gear, he should most likely be building something. Could the melee attack anim be used as a forging animation? Attach a smith hammer and clink, clink, clink, clink, hiss of steam...

Clipper

-The mapper's best friend.

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Actually if that helmet etc can be removed and different heads used he could be various types of character: engineer, shopkeeper, smithy, butcher, and so on.

 

You can swap heads, but the metal collar is a bit distinctive. I'll probably make a more generic variant as well for those kinds of characters.

 

 

Could the melee attack anim be used as a forging animation?

 

Not very well. I plan to make some kind of hammering animation, but those kind of animations are a small project in itself.

 

Does that welding mask count as a helmet for BJ purposes?

 

I currently have it set like a helmet, yes, though I'm still thinking about whether that's the best course. He's a civilian, and they are supposed to be BJ'd from any angle. But he's the first to have actual metal headgear. You could even justify making him immune to KO's, since there's really nowhere to get at his head.

 

What would player's expectations be if they saw this guy in a game without knowing whether he could be KO'd or not?

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It would look cool to see his mask down once in a while.

 

The mask clips too badly into the collar when down, unfortunately.

 

Maybe while attacking?

 

He won't be a combatant, unless someone makes a new set of attack animations that work on that frame.

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Ok, I made a version with toned down collar. Add a couple skins, and we have a slightly more versatile character that would make a decent blacksmith, miner, or inventor engineer.

post-9-13036069928_thumb.jpg

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Springs, I just remembered some Ai we could do with and that's a Zombie/dead version's of some of the other Ai. Eg. priest, builder, guards female/male commoners, male/female nobles etc.

 

And on the subject of guards, any idea when we will get a female builder/guard/watch...?

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Springs, I just remembered some Ai we could do with and that's a Zombie/dead version's of some of the other Ai. Eg. priest, builder, guards female/male commoners, male/female nobles etc.

 

Yes, I agree that would be nice, but it's a significant undertaking, as I would have to make an entire set of zombie animations from scratch. Then you'd also need a decent set of dirty/rotted textures for each one, along with decent-looking zombie heads.

 

If someone steps up and creates some good textures, I'd be motivated to make the animations.

 

And on the subject of guards, any idea when we will get a female builder/guard/watch...?

 

From me, probably never. :) Female Builders or City Watch are completely out of place in our setting, IMO. As for generic female guards, there are already two models that could be used for that--the female burglar and rogue are both combatants. A new skin could easily be made for the female thief that adds a bit of chainmail. Def_attach a couple pauldrons and she would be a functional guard.

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Yes, I agree that would be nice, but it's a significant undertaking, as I would have to make an entire set of zombie animations from scratch. Then you'd also need a decent set of dirty/rotted textures for each one, along with decent-looking zombie heads.

 

I thought it might be a simple case of applying the anims/sound from the zombie onto said ai and then just doing some texture modification so they look dead etc..?

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No, the zombies have an entirely different skeleton, so animations can't be shared between them.

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well lastly on the subject of zobies, the foot draggin thing is getting a bit tiresome, could we atleast turn down the volume on actual dragging sound..? (I know Im not the only person to mention this..)

 

This. That and the volume of the chain, soooo loud.

I always assumed I'd taste like boot leather.

 

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I've reduced the value of the footdragging at least five times and the chains thrice. Not sure when the most recent change was.

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