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Re: Logical Bodytypes[message #264682] Mon, 11 October 2010 16:07 Go to previous messageGo to next message
Slax is currently offline Slax

 
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This thread makes me so happy. Smile

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Sergeant Major
Re: Logical Bodytypes[message #264713] Mon, 11 October 2010 22:48 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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I'm just going to throw this out there because I was brainstorming and thought about it... feel free to tell me if it's impossible and/or wholly undesired:

What about visual damage indicators on the sprites? For example, what if when a merc is laying down in the "dying" status, he looks like a nasty bloody mess? They could start pretty weakly with wounded and get worse until dead. For realism buffs, it could even preclude the need to show damage points or the health status for enemies at all.

Is this possible? If so, would anyone want that? Could they increase as damage increases? Could they disappear when healed?

I'm just speaking theoretically, of course. I have many other ideas and questions related to this, but these basics would have to be answered first.

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Sergeant 1st Class
Re: Logical Bodytypes[message #264719] Mon, 11 October 2010 23:41 Go to previous messageGo to next message
Bio

 
Messages:62
Registered:April 2009
Location: Rhineland-Palatinate/Germ...
Sure, why not. From a coding point it would be trivial (just add a new filter criterion for open wounds, then define separate sprites or layers or whatnot that show according to that). You do it!

Seriously, let's stay with the basics for now. Headwear: a steel helmet, a turban, some antlers http://media1.break.com/dnet/media/2010/7/2/78%20Maninmal.jpg (that's obviously a ghillie hat. You'll blend right in with that one!)

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Corporal
Re: Logical Bodytypes[message #264720] Mon, 11 October 2010 23:54 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Yeah, I'm totally with you on sticking to the basics for now. I just knew this was one of those potentially great ideas that I wouldn't remember 5 minutes later, so I needed to write it down. Very Happy

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Sergeant 1st Class
Re: Logical Bodytypes[message #264735] Tue, 12 October 2010 06:06 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Bio
Headwear: a steel helmet, a turban, some antlers

Actually, I've just been dying to make a Heroes of Might and Magic mod for JA2 for quite a while, but I wouldn't consider attempting it unless I could make a Druid Elder:

http://img89.imageshack.us/img89/1200/heroesvsylvan04udruidel.jpg

Here's my draft for the JA2 model:

http://img140.imageshack.us/img140/7408/druidu.png

Now if I can just turn the tanks into dragons, I'll be good to go. :bluegrin:

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Sergeant 1st Class
Re: Logical Bodytypes[message #266143] Tue, 02 November 2010 02:14 Go to previous messageGo to next message
Bio

 
Messages:62
Registered:April 2009
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Short heads-up. After not being able to do much over the last couple of weeks (save for a couple of hours on the weekends), We made quite a bit of progress over the last couple of days (weekend + Monday was a legal holiday here). Nothing fancy to show yet though. Next step will be to migrate Lobot to a copy of the current 1.13 development trunk. I already did that a couple of weeks ago, but didn't finish after having read somewhere that currently development is not done on the main trunk, but on the MP branch. So I will switch to that one. Will keep you posted.

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Corporal
Re: Logical Bodytypes[message #266155] Tue, 02 November 2010 10:21 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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Bio
Short heads-up. After not being able to do much over the last couple of weeks (save for a couple of hours on the weekends), We made quite a bit of progress over the last couple of days (weekend + Monday was a legal holiday here). Nothing fancy to show yet though. Next step will be to migrate Lobot to a copy of the current 1.13 development trunk. I already did that a couple of weeks ago, but didn't finish after having read somewhere that currently development is not done on the main trunk, but on the MP branch. So I will switch to that one. Will keep you posted.


That are good news. Yes all the development is done in the MP (development) trunk. If you have a working version, you can send me a DIFF file and then I can commit your work.

SVN MP (development) trunk:
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP

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Sergeant Major

Re: Logical Bodytypes[message #268674] Mon, 20 December 2010 23:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
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Any news/updates/progress on this project?

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Sergeant Major

Re: Logical Bodytypes[message #288557] Sat, 06 August 2011 20:43 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Registered:February 2011
Location: Estonia,Tallinn
This project is dead? Sad

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First Sergeant
Re: Logical Bodytypes[message #289339] Thu, 18 August 2011 16:08 Go to previous messageGo to next message
Bio

 
Messages:62
Registered:April 2009
Location: Rhineland-Palatinate/Germ...
Not at all. In fact it is actually finished. All left to do would be to migrate it to the stable branch. I simply didn't get around doing it as there didn't seem to be much interest at using the content I provided together with the lobot release. And without content who would have used it?

Btw. I started on a new version with 32bit blitting (+ variable color ranges) and live rendering - hence my insistance on low-poly models in the 3d animation thread. I have a concept, data model and also a prototype for the animated rendering which works quite well, but it is a lot of work left and I will not be able to do invest any substantial amount of time in the forseeable future.

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Corporal
Re: Logical Bodytypes[message #289427] Fri, 19 August 2011 10:19 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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Registered:October 2005
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@Bio: This project should indeed be included in the development source trunk. So if you have any patch file I would be glad to include it. Also a small readme how to use the new feature would be cool.

Please be sure, that the DIFF files is against the latest development trunk:
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP

I hope to hear from you soon Smile
Thanks.

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Sergeant Major

Re: Logical Bodytypes[message #289476] Fri, 19 August 2011 19:03 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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wow,so this means we will have new bodytypes? Surprised

If yes then i will have to re-make my animations,but i dont think that it will be very hard Smile

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First Sergeant
Re: Logical Bodytypes[message #289491] Fri, 19 August 2011 22:08 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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Registered:October 2005
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yes hopefully

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Sergeant Major

Re: Logical Bodytypes[message #289492] Fri, 19 August 2011 22:16 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
Messages:720
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will be funny to see Biff in Soldier Uniform :smilingsoldier:

Bio needs a Badge and this topic should be Stickied

[Updated on: Fri, 19 August 2011 22:17] by Moderator

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First Sergeant
Re: Logical Bodytypes[message #289534] Sun, 21 August 2011 00:05 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: Logical Bodytypes[message #289570] Sun, 21 August 2011 13:52 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Quote:
Bio do you think you can animate a bullets pressure wave?
I think Dieter suggested it in past (if i remember right). So bullets will be replaced by pressure waves.


At the resolutions we play at , what possible use would a pressure wave be ? :confused:

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Captain

Re: Logical Bodytypes[message #289575] Sun, 21 August 2011 15:20 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: Logical Bodytypes[message #289577] Sun, 21 August 2011 15:35 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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By invisible bullets you mean Trails that are left from them?You want bullet to hit target instantly but let bullet leave a Trail?

What file i need to open to change bullet appearance?

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First Sergeant
Re: Logical Bodytypes[message #289578] Sun, 21 August 2011 15:43 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: Logical Bodytypes[message #290673] Wed, 14 September 2011 00:43 Go to previous messageGo to next message
Bio

 
Messages:62
Registered:April 2009
Location: Rhineland-Palatinate/Germ...
PasHancock
wow,so this means we will have new bodytypes? Surprised

If yes then i will have to re-make my animations,but i dont think that it will be very hard Smile


Sorry. But logical bodytypes has nothing at all to do with content generation. It is providing a means for displaying alternative animations according to filters that can be defined utilizing a big array of filter criteria (it's other main purpose is of course the rendering of multiple layers using the same mechanisms, but that shouldn't be of relevance for you).

At not point were I saying, implying or even insinuating I was anywhere close to releasing any new content whatsoever. In fact I think I posted somewhere that I wouldn't be able to do anything at all for any of the mod-related projects I'm involved in for at least the next couple of months. I'm sorry if you misunderstood me, but this project is simply not about content generation at all.

I saw in the other thread, that you recruited people for adding the animations to the game. I made the post about lobot being finished mostly to add to my proposal in the other thread to make use of it for your animation work. I still think it is a mistake to start hard-coding purely visual stuff into the already difficult to manage animation framework of JA2. Especially since it would have been a breeze to add them via lobot (given they'd have the same animation length as the animations they would substitute). But I think I made that sufficiently clear in the other thread and since you didn't indicate any interest in that approach, I'm assuming this is not going to be done.

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Corporal
Re: Logical Bodytypes[message #290890] Tue, 20 September 2011 22:13 Go to previous messageGo to next message
izechias is currently offline izechias
Messages:2
Registered:June 2009
Hi,
first of all pardon my english Embarrassed
A lame question, but are these new layers (I mean particularily merc appearance based on what is he wearing) actually implemented in the latest 1.13 release ? Sorry for puting the question this way (its for dummies like me): When I install 1.13 using svn and so.. will it be like in that video posted by Bio some time ago ? I dont see the video post here anymore. Its where you put some gear on merc and it actually appears on him/her. If not, than how far is it from this feature to be in the game ? Will it be there ?
Also, as Im not here very often I'll use this opportunity to say that I extremely like 1.13 and stuff like HAM and so on (I dont have a clear overview of all the mods, resp. which of them are actually a mods) and what you guys did with this game... thank you
Izechias

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Civilian
Re: Logical Bodytypes[message #303807] Mon, 23 April 2012 21:34 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Izechias
Hi,
first of all pardon my english Embarrassed
A lame question, but are these new layers (I mean particularily merc appearance based on what is he wearing) actually implemented in the latest 1.13 release ? Sorry for puting the question this way (its for dummies like me): When I install 1.13 using svn and so.. will it be like in that video posted by Bio some time ago ? I dont see the video post here anymore. Its where you put some gear on merc and it actually appears on him/her. If not, than how far is it from this feature to be in the game ? Will it be there ?
Also, as Im not here very often I'll use this opportunity to say that I extremely like 1.13 and stuff like HAM and so on (I dont have a clear overview of all the mods, resp. which of them are actually a mods) and what you guys did with this game... thank you
Izechias


Yeah, it this feature avaiable anywhere??

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Private 1st Class
Re: Logical Bodytypes[message #303810] Mon, 23 April 2012 22:19 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
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This project died was shelved indefinitely when Bio disappeared, it is not a part of any 1.13 release.

Its code is available here: https://ja2svn.dyndns.org/source/ja2/branches/Bio/

From what I understand, it doesn't work because we're missing some data files Bio forgot to include with it. The code is supposed to work though, so if someone can find out what the missing part is and recreate it somehow, the project should be salvageable.

[Updated on: Mon, 23 April 2012 22:28] by Moderator

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Master Sergeant
Re: Logical Bodytypes[message #303812] Mon, 23 April 2012 22:34 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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Registered:October 2005
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Yes, we are missing to XML files, so we cannot start the game. Sadly, I don't have any idea how the xml files are structured and which data they should contain.

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Sergeant Major

Re: Logical Bodytypes[message #303824] Tue, 24 April 2012 01:07 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
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RoWa21
Yes, we are missing to XML files, so we cannot start the game. Sadly, I don't have any idea how the xml files are structured and which data they should contain.
I know this may sound silly, but there are two XML files pasted in the first post of this thread, could that be the missing stuff?

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Master Sergeant
Re: Logical Bodytypes[message #303835] Tue, 24 April 2012 10:46 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
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I have seen that, but those are the wrong XML files. The ones posted in the first post are the "Filters.xml" and "AnimationSurfaces.xml". We have those files. The ones that are missing are the "Layers.xml" and "Palettes.xml" files.

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Sergeant Major

Re: Logical Bodytypes[message #303900] Wed, 25 April 2012 16:22 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
This is sad... this feature is awesome... too bad he drop the project =(

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Private 1st Class
Re: Logical Bodytypes[message #358699 is a reply to message #303900] Sat, 21 December 2019 18:27 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
I'm going to dig up this topic. Has anyone used this/knows how to use it? I used the code provided by Bio to add it to my custom build plus the examples he uploaded. Right now I only attempted swapping whole bodytypes, but it does work as advertised happy. Anyone else tried to get it to work? I can see no text file describing its use other than what Bio explained in this topic.

Example here with big merc bodytype switching to one made by Scorpion while wearing the trenchcoat.

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Corporal 1st Class
Re: Logical Bodytypes[message #358848 is a reply to message #358699] Thu, 23 January 2020 02:47 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
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This is pretty cool, what did you have to do to make it work?

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Master Sergeant
Re: Logical Bodytypes[message #358851 is a reply to message #358848] Thu, 23 January 2020 22:12 Go to previous message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
I used the code from the repository - it's complete and only needs updating to include all new animations the current game has. The actual settings are from the examples that Bio uploaded. The 2 missing xml files Layers.xml and Palettes.xml I had to "reverse engineer" based on the code.

This is how Layers.xml is structured:

<Layers>
	<Layer name="body" render="1" shadow="1">0</Layer>
</Layers>

Palettes.xml I left blank for now:

<Palettes>
</Palettes>

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Corporal 1st Class
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