Jump to content
The Dark Mod Forums

Needed for Standalone: Animated Skeleton


Springheel

Recommended Posts

As I said before, if someone can demonstrate that having LOD AI would actually result in significant savings, I'd be willing to look into it. Everything I've seen suggests that the bottleneck with AI is thinking, not poly count.

Link to comment
Share on other sites

Lemony: If the mesh is different than the previous one you posted last month, could you give me a copy in .obj format? Or maybe there is one and I missed it? (there are at least 15 different folders in the archive)

Link to comment
Share on other sites

As I said before, if someone can demonstrate that having LOD AI would actually result in significant savings, I'd be willing to look into it. Everything I've seen suggests that the bottleneck with AI is thinking, not poly count.

 

Is there a way to make an AI non-thinking? A spawnarg?

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Is there a way to make an AI non-thinking? A spawnarg?

 

The closest to a spawnarg for this would be "neverdormant 0" which turns off thinking when not in view.

 

As I recall, the whole enterprise of creating "func_animate" decorative AI was to address this issue. Arcturus demonstrated this

in one of his threads...

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

As I recall, the whole enterprise of creating "func_animate" decorative AI was to address this issue.

 

It's fairly limited in its use, unfortunately. Decent for making a bunch of AI sitting at a bar or standing watching something, but they can't do more than one animation, and they're nonsolid.

Link to comment
Share on other sites

The skeleton looks wonderfully detailed and quite sinister!

  • Like 1

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

If you could put it under Simon P Heggie that'd be swell =) if someone sees the skeleton and wants more skeletons from me premium, then I'll want them to be able to find me ^^

 

EDIT: There's an fbx file in the 'scenes' folder that you should be able to open with most 3d applications. it's the best for keeping all the material information and what not. But if you like i can get you an obj tomorrow.

Edited by Mr Lemony Fresh
18588.png
Link to comment
Share on other sites

I tried importing the .fbx into Lightwave but couldn't get it to work. I haven't got Maya installed right now.

Link to comment
Share on other sites

Amazing work Lemony, thank you for the time and work you've invested!

"No proposition Euclid wrote,

No formulae the text-books know,

Will turn the bullet from your coat,

Or ward the tulwar's downward blow

Strike hard who cares—shoot straight who can—

The odds are on the cheaper man."

 

From 'Arithmetic on the Frontier' by Rudyard Kipling

Link to comment
Share on other sites

Still some work to do...need to add a shadowmesh and fix some welded verts (and add the skull), but I've finished rigging the body:

post-9-0-26037600-1364000577_thumb.jpg

  • Like 4
Link to comment
Share on other sites

Yes, I did notice that actually. I'm not sure why there's a problem there...I haven't had time to look into it yet but I know D3 frequently mirrored models to save UV space without normalmap issues, so it's not unworkable.

Link to comment
Share on other sites

Hexen has their own skeleton model; in the past they've wanted to keep their models specific to their mod.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
    • Ansome

      Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
      I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
      · 4 replies
×
×
  • Create New...