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What About the Other DF Models?


Maullaney

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Originally posted by wudan

Wha - good news - new anims for anything you can make a GLA for - that's what I thought was good ... isn't that good?

 

Yes. It is good!!!! Woo Hoo!:D

 

My comments earlier may have been misinterpreted as saying that new animations will not ever be possible, which is not what I was saying.

 

My understanding is that you've still got a fair amount of work ahead of you before we have a tool for editing .GLA files directly (which is the ultimate goal, if I understand your intentions for GlaNeo correctly), which would be an awesome tool for modelers and animators, but it's going to be a while before we get to that point, correct?

 

Additionally, there was a misconception that AOTC:TC had all the stuff necessary for creating new animations, and that we were gonna have 'em, like, oh, next week or so... :rolleyes:

 

And everyone was getting all worked up around here talking about Kell Dragons and Dianogas and the like.

 

I was just trying to bring a bit of a reality check, in that short term we wouldn't be able to create those new skeletons and animations, but at some point we probably will, given the excellent research and development you've been doing so far on this issue.

 

Naturally, DF would love to be able to have the new creature models!!!

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yeap well said JediStone when we can make new animations and skeletons it will make all of our lifes easyer as we have the same problem the dam kell Dragon to name one (ok the big one :D )

 

Ok dumb question time i just map dont understand modeling very much or codeing would it be possible some how say for the kell dragon make t so that it would use the arms as legs ? so it would use all fours

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Well, the animation data alters a skeletal system in the player/npc model, and we "bind" the model's parts to the skeleton.

 

If we could add an animation, one that would move the arms and legs in a fashion that would work for all fours, then certainly we could go that route.

 

Otherwise it'd look like Godzilla running around... :D

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would it be possible some how say for the kell dragon make t so that it would use the arms as legs ? so it would use all fours

 

Let me see if I understand this right...

 

Are you asking if it's possible to use the _humanoid model in alternate ways (like on all fours, as you suggested) instead of creating a new skeleton?

 

I think Corto has an answer for you, but I believe the answer is "sort of."

 

IIRC, Corto said he was able to create some forms of monsters based on existing _humanoid skeletons (but perhaps he used the cave crustacean skeletons from SP - I don't exactly recall that detail)...

 

At any rate, for now, you would only have the ability to use pre-existing animations, however. To my knowledge, I don't think crawling is one of them, but it very well could be.

 

So to sum up, the problem is that for the time being we're limited in the JK2MP to using the _humanoid skeleton and animation, but it may be possible for modelers to get really creative and use it in new, inventive ways that kinda do what you suggest.

 

Then it's up to the programmers to rewrite the bot AI, or in our case, the NPC AI.

 

Hope this helps!

 

:sbdance

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Originally posted by infinity_blade

Otherwise it'd look like Godzilla running around... :D

 

I think the Jabba model is kinda like that... a humanoid skeleton surrounded by Jabba blobbishness. ;)

 

Unfortunately, the Jabba model still wants to hold a blaster or a lightsaber. No way around that (for the time being), therefore no monster-like animations.

 

:(

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  • 2 weeks later...

Regarding the animation for Kell Dragons..

 

Firstly I'm not sure what MP has to do with this. Surely it's only SP you need be concerned with?

 

At any rate the RPG mod has managed to get non-humanoid NPCs into MP with their SP animations (eg the droids & mine monster).

 

See more here;

 

http://www.lucasforums.com/showthread.php?s=&threadid=99244

 

So, I had a look at the Minemonster in Modview, and while it's only got 3 legs, I reckon that an interpretation of a Kell Dragon could be convincingly modelled on the existing Minemonster skeleton and use the same Minemonster animations.

 

The front legs and the head and mouth are all great, and the two back legs of the Kell could be weighted to the one back leg of the Mineminster, creating back legs that "bound" as the front ones "gallop".

 

Course you'd also need to scale up the skeleton to kell size, but jedimod has shown scaling can occur on humanoid skeletons OK.

 

So is that a viable alternative, or is there some major flaw I've not thought through?

 

:confused:

 

I know it's not a perfect solution, given the way the Kell looked and moved in the original DF, but it would be a good enough compromise. Or a good enough stopgap until a better alternative is found.

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Originally posted by jp-30

Firstly I'm not sure what MP has to do with this. Surely it's only SP you need be concerned with?

 

OK... one more time for emphasis! ;)

 

The demo runs with JK2SP.

 

The final version will be running under JK2MP since that is the only system we currently have code for.

 

That is, unless Raven/LucasArts/Activision releases an SP SDK, which is possible, but we're not holding our breath on it.

 

So that is why we're concerned over the issue of only being able to use the _humanoid skeleton.

 

Hope that helped.

 

(Man! This should be in the FAQ, if it isn't already...)

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