Author Topic: Glestimals  (Read 79225 times)

-Archmage-

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Re: Glestimals
« Reply #175 on: 14 June 2010, 23:56:23 »
You're getting off topic guys........

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wyvern

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Re: Glestimals
« Reply #176 on: 14 June 2010, 23:57:11 »
You're getting off topic guys........

*Grabs babies and puts them in their cribs*
Why you >:( >:( :bomb: :bomb:

Gabbe

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Re: Glestimals
« Reply #177 on: 15 June 2010, 00:00:43 »
Stupid dad...:P

Okay, so any coder, how much code, when release?
« Last Edit: 15 June 2010, 08:53:22 by @kukac@ »

Omega

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Re: Glestimals
« Reply #178 on: 15 June 2010, 01:47:39 »
*ignores the above spam. Omega's kick-spam-out-the-window skill is suffering downtime*

I'm willing to do a model or two, but first, I need to know what animations are needed, as well as a link to the models (I could assume its on page one, but my look-up-the-bloody-model ability is failing on me too... :P

In all honestly, what should I expect to have to model? I'm thinking idle, walk, run, and die?

ie: A deer would have a grazing idle animation, a walking animation for when unthreatened, and a running animation for when fleeing, not to mention a dying animation for when the poor thing wasn't fast enough.
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wciow

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Re: Glestimals
« Reply #179 on: 15 June 2010, 08:40:17 »
@Omega: Yeah I think three animations should cover it for now. Idle, Move, Die. Maybe later we will need some further animations but three simple animations should suffice atm.

The annoying thing is that all of the animals will require a custom skeleton per model so lots of work, However I might put some extra effort into producing a generic quadruped skeleton which is re-usable for various four legged animals/creatures/monsters.
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Re: Glestimals
« Reply #180 on: 15 June 2010, 08:55:37 »
Actually, deer, horse, camel or wolf, fox, dog could use the same skeleton. (However, it will look stupid later.)

silnarm

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Re: Glestimals
« Reply #181 on: 15 June 2010, 11:34:35 »
Yeah, a minimal set of anims (idle, move, die) will do for a start, then the initial implementation will be quite straight forward, the regular auto-command behaviour should be a fairly decent for a start (auto-attack and auto-flee), will just need a very minimal AI to tell them to move around every now and then.

Later, we can build on the basic AI and add stuff like pack mentality and fancier behaviours.

Maybe the dear should have two move anims as Omega suggested (a regular move and flee)...  Though the quadruped skeleton animation thing I hadn't really considered,
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Gabbe

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Re: Glestimals
« Reply #182 on: 15 June 2010, 13:34:50 »
I can animate, just learned how to use IK solver properly.

Omega

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Re: Glestimals
« Reply #183 on: 15 June 2010, 18:50:21 »
Ok, I may try to animate some soon. Firstly, I assume only the bear has been animated and no one else has started? I'll have to take a look at the models to decide what I'd animate, since we obviously don't want to end up doing the same anims (would be a terrible waste of time).

So, for now, just three anims. Will download at home (stupid school 'net blocks Mediafire!).
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John.d.h

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Re: Glestimals
« Reply #184 on: 15 June 2010, 19:01:57 »
However I might put some extra effort into producing a generic quadruped skeleton which is re-usable for various four legged animals/creatures/monsters.
Here you go. ;)
http://www.mediafire.com/file/ztjjjmznzzl/quad_armature_15_jun_2010.7z (edit) link broken, use the one in my next post. (/edit)
Hopefully it will be useful.
« Last Edit: 17 June 2010, 19:16:05 by John.d.h »

-Archmage-

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Re: Glestimals
« Reply #185 on: 15 June 2010, 20:01:01 »
I'll help if you guys want me too.............
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Gabbe

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Re: Glestimals
« Reply #186 on: 15 June 2010, 20:36:21 »
John, im unable to open it, cannot "open file as archieve"

John.d.h

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Re: Glestimals
« Reply #187 on: 15 June 2010, 20:51:00 »
*grumble grumble*  Okay, gimme a couple minutes.

Edit: How about this?
http://www.mediafire.com/file/knzbytv1ooz/quad_armature_15_jun_2010.7z
« Last Edit: 15 June 2010, 20:56:17 by John.d.h »

Gabbe

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Re: Glestimals
« Reply #188 on: 15 June 2010, 21:01:54 »
thanks! but why compress such small files anyways?

Good armature BTW, just sad that it was confusing :P
« Last Edit: 15 June 2010, 21:03:57 by HyperCube »

John.d.h

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Re: Glestimals
« Reply #189 on: 15 June 2010, 21:11:12 »
thanks! but why compress such small files anyways?
Force of habit. :P That wasn't the problem, though.  Things are getting screwy when I transfer files from one computer to another.

Quote
Good armature BTW, just sad that it was confusing :P
You don't really have to worry about a lot of the bones.  For the legs, just grab the handles on the bottom, and everything else should work together automatically.

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Re: Glestimals
« Reply #190 on: 16 June 2010, 00:47:28 »
Uh...... Where do I download Wciows models?
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John.d.h

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Re: Glestimals
« Reply #191 on: 16 June 2010, 00:51:35 »
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.

ultifd

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Re: Glestimals
« Reply #192 on: 16 June 2010, 01:17:43 »
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.
http://www.mediafire.com/?i9niuxj4mmz
this one? the link is outdated from since for a long time...already, which is why I first "revived" this thread...
I know this topic is old, but can anyone re upload the files...  :|  ::)
They look really cool.
Thanks.  ;D
3 months ago  :P
Wow...why is the forum sometimes being filled with user spam? sure, it might be better than bot spam, but still...unless it is the SPAM as in meat... (although I never tried it before, I think...) Oh no, it is contagious! I got OT!  :look:

-Archmage-

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Re: Glestimals
« Reply #193 on: 16 June 2010, 01:27:18 »
Quote
Quote from: John.d.h on Today at 21:56:23
Quote from: -Archmage- on Today at 21:52:16
Uh...... Where do I download Wciows models?
There's a link in the OP, but I have no idea if that's all of them.
http://www.mediafire.com/?i9niuxj4mmz
this one? the link is outdated from since for a long time...already, which is why I first "revived" this thread...

K. I'll wait for Wciow to read this and post an updated link. :)



Quote
Quote from: ultifd on March 21, 2010, 17:52:59
I know this topic is old, but can anyone re upload the files...  No Opinion  Roll Eyes
They look really cool.
Thanks.  Grin
3 months ago  Tongue
Wow...why is the forum sometimes being filled with user spam? sure, it might be better than bot spam, but still...unless it is the SPAM as in meat... (although I never tried it before, I think...) Oh no, it is contagious! I got OT!  Look

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wciow

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Re: Glestimals
« Reply #194 on: 17 June 2010, 18:02:35 »
K. I'll wait for Wciow to read this and post an updated link. :)

http://www.mediafire.com/?njyjcllzw2y
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-Archmage-

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Re: Glestimals
« Reply #195 on: 17 June 2010, 18:13:03 »
Thanks, I'll probably do some animations later today. :)

I'll post what I'm animating before I animate it, I suggest everybody else do the same so that we don't redo each others work. :)
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ultifd

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Re: Glestimals
« Reply #196 on: 18 June 2010, 00:30:39 »
Wow, all of them...look cool. :thumbup:
But for the rabbit, there is some red where...it shouldn't be?

kukac2

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Re: Glestimals
« Reply #197 on: 18 June 2010, 07:21:54 »
It's just bloody. The rabbit is just a target, y'know ;)

Omega

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Re: Glestimals
« Reply #198 on: 18 June 2010, 22:33:32 »
Ultifd, its a texturing thing. When textures are exported from blender, they have an outline in black, where vertexes are in red. The red is the red of a vertex. If you look at the TGA, you can see the red vertex's are still there.
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ultifd

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Re: Glestimals
« Reply #199 on: 18 June 2010, 22:49:44 »
Ultifd, its a texturing thing. When textures are exported from blender, they have an outline in black, where vertexes are in red. The red is the red of a vertex. If you look at the TGA, you can see the red vertex's are still there.
Oh sorry, I didn't know... hmm...
It's just bloody. The rabbit is just a target, y'know ;)
:| Doesn't have to be, but... yeah.