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Re: ingame screens from development (watch out spoilers)[message #161503] Sat, 13 October 2007 15:41 Go to previous messageGo to next message
Remus Lupin is currently offline Remus Lupin
Messages:3
Registered:October 2007
I always have wanted (and still do) to play Vengeance, but the fact that it's German is seriously limiting this. I don't really understand anything that's being said and it really sucks as it seems to be a great mod. Just like this one too.

But I'm planning on playing it with ALT+TAB & an online German-Finnish dictionary, so it should be fine. Or maybe translating the .EDT files myself after learning a bit of German. It'd be a good way to study a language for sure. Razz

ETA: As for what you said about there being a larger German community, I don't know about that. Wasn't Urban Chaos downloaded by tens of thousands of people and that mod was in English?

[Updated on: Sat, 13 October 2007 15:48] by Moderator

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Civilian
Re: ingame screens from development (watch out spoilers)[message #161542] Sun, 14 October 2007 11:41 Go to previous messageGo to next message
the scorpion

 
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the english patch for vengeance that i was writing about would give you the necessary text's in english. But even without those, vengeance is quite straight forward and most of it could be played without much consideraion to the text Smile


yes, early Mods like DL and UC got downloaded by the larger communities that existed back then. I believe DL and UC even supported both German and English for the developers were quite international too. I must say i know little about that, as it's long ago.

but inbetween the time of UC and 1.13, the english community hasn't been doing all that much as far as i can tell/ remember, while the German and also Russian communities would still release a couple of mods, so those communities were still a bit more active by my judgement, i might have missed projects going on in the timeframe between UC and 1.13 though.


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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161656] Mon, 15 October 2007 20:27 Go to previous messageGo to next message
CNC_gun is currently offline CNC_gun

 
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Level 199 Karma acquired for long ago... Stolichnaya! You know?

About translation - in russian school of literary (sic!) translation they have said every time - the BEST translator is the one with PERFECT MAITRISE of MOTHERTONGUE!!!

And if friends "from the other side" provided - the result will be AUTHORIZED really, with all "smacks" of the original text conformly (sic - think maths!) PORTED (not mechanically translated) to other language.

Helas! Ca se perd! Say, the textes of russian JA2 editions are all the crowd of errors of ALL kinds!
Another example - one russian interpreter invented a Colt 1911 with 45 millimeters caliber... Only imagine...

But, say, both russian B2B translations were made with all attention possible...

BTW. Have free evenings these days - my sound studio is ready...

P.S. Traduttore - tredittore... (ital.)

[Updated on: Mon, 15 October 2007 20:32] by Moderator

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Corporal 1st Class
Re: ingame screens from development (watch out spoilers)[message #161668] Mon, 15 October 2007 23:05 Go to previous messageGo to next message
the scorpion

 
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CNC_gun
BTW. Have free evenings these days - my sound studio is ready...


excellent. i'll roughly prepare a character for you. How much time do i have for that?

contract soldier of age between 35 and maybe 45. is that okay?



alternativly, you could re-record an already existing character, but i'd prefer the new character if i'm honest.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161691] Tue, 16 October 2007 09:18 Go to previous messageGo to next message
CNC_gun is currently offline CNC_gun

 
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Registered:July 2007
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OK for the new guy (but let's try both). You will make Your choice when done.
You have all Your time to "affine" the textes - "...till i die!.."

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Corporal 1st Class
Re: ingame screens from development (watch out spoilers)[message #161700] Tue, 16 October 2007 10:22 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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well, you will have the possibility to make adjustments where necessary. i starting writing that character and i can't help myself after having written dozens of characters i somehow always end up feeling like i've already overused this and that line and try to think of something new but then i don't like it...

so you'll have to save that character by bringing in your own ideas i think.

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Re: ingame screens from development (watch out spoilers)[message #161720] Tue, 16 October 2007 16:50 Go to previous messageGo to next message
CNC_gun is currently offline CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Please, make an Excel worksheet, describe the character, skills, traits.
Put all the phrases You imagined, then
Mention just the numbers of the phrases not yet imagined.

Shall see, think, write/edit all the stuff, then send You for approval/final editing. Then we shall record the voices.

BTW! You are free to imagine a character of a new GIRL! Bet, my daughter will create textes with something unattended... Say, a former "mai^tre es sports" in biathlon!!!
"Chose commune" in Renegade Republic!

[Updated on: Tue, 16 October 2007 16:53] by Moderator

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Corporal 1st Class
Re: ingame screens from development (watch out spoilers)[message #161722] Tue, 16 October 2007 17:01 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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have you previously recorded any NPC's if i may ask?

you're most probably familiar with .edt files and editing them? See for organisation reason, we'll work with .edt files right away.

as for more custom characters, that'll take time.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161752] Tue, 16 October 2007 20:54 Go to previous messageGo to next message
cervajs is currently offline cervajs

 
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Registered:June 2003
Location: Czech Republic
the scorpion
the english patch for vengeance that i was writing about would give you the necessary text's in english. But even without those, vengeance is quite straight forward and most of it could be played without much consideraion to the text Smile


can you send URL where is english patch?
it is possible play vengeance with english interface? (english names for skills etc.)
i will write this at ja2.freevoice.cz wiki

the scorpion

yes, early Mods like DL and UC got downloaded by the larger communities that existed back then. I believe DL and UC even supported both German and English for the developers were quite international too. I must say i know little about that, as it's long ago.

but inbetween the time of UC and 1.13, the english community hasn't been doing all that much as far as i can tell/ remember, while the German and also Russian communities would still release a couple of mods, so those communities were still a bit more active by my judgement, i might have missed projects going on in the timeframe between UC and 1.13 though.


DL and UC was known by gamers magazine (because majority is in english) and installation was easy (look for install instructions for MFM 1.13 Sad ) => many people not from ja2 community download and play this mods (some stay in ja2 community)

[Updated on: Tue, 16 October 2007 20:55] by Moderator

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Private
Re: ingame screens from development (watch out spoilers)[message #161760] Tue, 16 October 2007 23:31 Go to previous messageGo to next message
the scorpion

 
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vengeance with english interface would require a couple of complicated transactions of data. So i think it can't be done without a lot of work

english patch should be at khelle.de, but this server is going down soon (end of this month)

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #161912] Thu, 18 October 2007 20:43 Go to previous messageGo to next message
CNC_gun is currently offline CNC_gun

 
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Registered:July 2007
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A dozen. For SJ and B2B rus. All was then edited by Cobra the Great.

Read and normalise .edt files. Can try to "format" .txt (.doc with VBA) to .edt. Faster with some help.

"Montre moi ta montre, j'te dirai l'heure qu'il est!" Just "draw" the limits, then edit the stuff...

P.S. Sorry for the delay - a BlackFin want to be hardwared and softwared...

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Re: ingame screens from development (watch out spoilers)[message #164161] Sat, 10 November 2007 14:08 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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I was working on some new animation stuff wheni got a little carried away with it... ;-D


http://img158.imageshack.us/img158/5914/flikflakuq3.gif


however, i could imagine variations(!) of such an animation to be used in certain contexts. The way it is used in the screenshots doesn't show all frames though. Igor's going for the ja2 olympics with it though.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #164168] Sat, 10 November 2007 15:39 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
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:biglaugh: Excellent. Could be made into some form of a flying drop-kick.

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Re: ingame screens from development (watch out spoilers)[message #164173] Sat, 10 November 2007 16:05 Go to previous messageGo to next message
Deathstruck is currently offline Deathstruck

 
Messages:132
Registered:June 2007
:crazy:
:biglaugh: :biglaugh:

What about some "van damme style" kick box animations replacing the old martial arts ? :naughty:

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Re: ingame screens from development (watch out spoilers)[message #164174] Sat, 10 November 2007 16:20 Go to previous messageGo to next message
the scorpion

 
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well it's more of a summersaulting move rather than a kick, the problem here is that not all frames are shown by this animation. I guess the body might have to be in a bit of a more compact position for summersaults though.

and the big male body has no martial art. also the martial arts anims are incredibly detailed and complex. I doub't i'll ever work with those Wink

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #164175] Sat, 10 November 2007 16:26 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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but watching the animation as it is played in my .GIF here, it reminded me of an old football move

http://www.youtube.com/watch?v=yILDiU859FU

it's a pretty advanced technique, harder to pull off than those normal falling overhead/ bicycle kicks, but it looks pretty fun

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #164179] Sat, 10 November 2007 16:55 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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I wonder if that could be used to roll for cover (takes up less ap's for manouvre but if you roll into enemy you don't get interupt!)

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Lieutenant

Re: ingame screens from development (watch out spoilers)[message #167496] Thu, 13 December 2007 18:57 Go to previous messageGo to next message
MikeThePro is currently offline MikeThePro

 
Messages:175
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OK, now I'm positive, this will be the next mod to try ouot as soon as I finish the UC.

So much cool features inside there are...and lots of new characters too.

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Staff Sergeant
Re: ingame screens from development (watch out spoilers)[message #167503] Thu, 13 December 2007 20:08 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
Hey Scorpion, I was just wondering how you do animation, in 3d max and reduce it to 2d later or just draw it?
You seems to have a lot of experience in it Smile

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Corporal
Re: ingame screens from development (watch out spoilers)[message #167534] Thu, 13 December 2007 22:31 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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unfortunately, just by editing existing animations (and drawing certain parts myself where there's no existing animation, like the reload animation)

i have an almost complete bodytype, but there's some huge tasks still ahead of me... ever had a look at M_mortar.sti? ;-(


but i must say that i have to change every single (used) frame of every animations of my bodytype. for creating new movements or actions for existing bodytypes, a lot can be taken from existing files. There's some people who work on cool stuff in this respect. And i would want to do it too but i'm buried in other things right now (especially my custom bodytype and real life things of course)

hope you don't mind if i ask, do you have a specific animation in mind that you'd want to do?

Lisac seems to have found a way to do these things with a 3d tool, have you seen his thread in the 1.13 development section? He might be able to help, but me i quit 3d modelling a long time ago, before ever really accomplishing anything there. Kept doing some re-skins and such afterwards.

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Re: ingame screens from development (watch out spoilers)[message #167560] Fri, 14 December 2007 09:50 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
I imagine its a huge work on this. Tell me if I am wrong, an animation should be done for each merc, each animation consists in several frames for one direction, then for all directions (6 x 4 or something) so 24 sprites for a single merc. If you do this for everybody, it should be 24 x number of mercs..... Lets say left / right are easy to reduce to one, by some flipping.
Anyway, a huge number of sprites to be drawn manually...
I dont know how this was ussually done in 2D age, I suppose they had artists that draw them on graphic pads, based on photos.

In 3D seems to be easier with a motion capture system. Then, its easy to project these and obtain 2d sprites, for ja2. I repeat, I only suppose this is how its done, I'm not in graphics its only a hobby and I am curious about it. I do not have a specific animation in mind, but of course a lot can be added.
I've only learnt 3D to model some weapons, its pretty easy to start. Basic knowledge is easy to get but you need a lot of experience after that. I will search Lisac thread about 3D.

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Corporal
Re: ingame screens from development (watch out spoilers)[message #167570] Fri, 14 December 2007 10:52 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes. there must have been some way to do this from a 3d model first. i can hardly imagine them drawing these anims from scratch. i guess they had tailored 3d models and mabe even a specificly altered 3d programme for them. Remember the time at which thes design works were made, 3d modelling programmes were different then, and ja2 has a lot of movement compared to most games of that time that usually have about "shooting" "running" and "dying" more or less.

if you want to see how the final animations look, check them out using slf-explore and sti-edit, it totally depends on the particuliar animation in question how may frames it has. a frequent number is 112 (14 frames times 8 directions) but for example the F/S/M_Mortar.sti animation that i mnetioned does have slightly more frames ;-D and the martial arts spinning kick to flip-flop thing or certain of the monster anims have even more.

but again, this is basicly only a problem for redoing existing animations. For example a reloading animation would be cool IMO. I made one for my custom bodytype, i think i have both a 112 frames and a 120 frames version, this would equally well be possible doing it for the default bodytypes. Also i know of some guys wo are working on other new movements. Basicly when you can find a coder who adds the animation himself, the number of bitmaps don't need to match with the existing ones and this means you can have shorter animations. it totally depends on the action one is going to portray.

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #167578] Fri, 14 December 2007 12:06 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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If you can find any coder willing to lend a 'new animation' exe for us to use we are ready and willing. Some folks are proceeding without this but I am not so inclined.

[Updated on: Fri, 14 December 2007 12:07] by Moderator

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #167593] Fri, 14 December 2007 13:57 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
I guess the way it was done was by photos or footages. A short movie of someone rolling had to be made before, than the artists were drawing over the rolling stop frame....
I didnt understand what you really need from a coder, if its a simple test program to run frames one after another that's quite easy. But to get inside ja2 code, that's more difficult, it takes some time to get familiar with the code.... also a lot of time to work with it Smile

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Corporal
Re: ingame screens from development (watch out spoilers)[message #167595] Fri, 14 December 2007 14:28 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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We need an exe that has a new animation 'scripted' in to it.


Do you get what I'm saying?


What I have been asking for for over a year now is an exe that allows me to test - for instance - a crouching or prone Law animation.


Without this I can only make an animation 'template' that would need massive tweaking before it is presentable due to the fact that the way an animation appears on scrren has to do with a frame by frame x y coordinate adjustment.


I'd rather do this adjustment myself than release something that jumped all over the screen or worse yet put a lot of work into something that never makes it into the game.

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Re: ingame screens from development (watch out spoilers)[message #167606] Fri, 14 December 2007 17:00 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
So you need a simple test program that run bitmaps or sprites. As far as I know you can run such an animation with Photoshop CS (you dont even need Image Ready) - load bitmaps as layers and hide one after another.
What is the format of the graphics files (bitmaps sprites, what size etc). Upload some frames somewhere so we can see what's about. But Im not sure I got it right, the sti editor or the existing tools should already do this.


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Corporal
Re: ingame screens from development (watch out spoilers)[message #167610] Fri, 14 December 2007 17:37 Go to previous messageGo to next message
the scorpion

 
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see, that's unfortunately not all there is to it. animations usually don't just depend on the coords, but also on some code that moves the entire animation.

however given that the crouched or prone lAW firing anims can be used from a static position, i see no reason why i couldn't just be tested in place of the normal LAW or even crouched rifle firing animation?

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #167740] Sun, 16 December 2007 07:13 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I thought about doing that but then remembered that when you tweak xy coords in a face sti for example they only work for the specific face you are working with.

If this were the same with animations it would equal hours upon hours of tweaking just to have to do it all over again.

I don't know what the problem is with just sending an .exe with the animation coded in? As long as no animation exists and the player doesn't attempt to crouch with a LAW or whatever there couldn't possibly be any problem.

I sort of call it a 'good faith' gesture on the part of a coder who might be working on this and it has in fact stopped me dead in my work on this sseries of animations because I already made a female set (flawed and needing tweaking to avoid the ass on fire backblast problem) and just asked that I could get an exe to use to tweak this one and help in making the others.


The good news is that MAn is still working on these animations as far as I know so I believe you will see his work before too long provided there really is an .exe that can make this happen.


I can't see the possible reason why such an exe was not forewarded to me when I asked for it months ago.

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Re: ingame screens from development (watch out spoilers)[message #167745] Sun, 16 December 2007 11:13 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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i think i have at least one finished crouched LAW animation from mAN, the regular bodytype one. i haven't tested it ingame yet, but i'm fairly confident he was smart enough to just use "working" coords.

i don't know about your animations, but i'd strongly suggest you try to test your animation on the slot of the existing F_LAW animation. As long as it has the same number of frames, there'll be no crash nothing, and, given that F_LAW.sti is a stationary animation (e.g. your character remains on the same square and height level all the time) i doubt there will be any additional movement just the movement defined in your xy coords.

there are currently so few coders active here, i doubt you have that big a chance to get a placeholder exe for this. On the other hand, if mAN gets an opportunity to have his anims included in an exe, you might be able to join there too (would be a waste if the same work was done twice)

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #167750] Sun, 16 December 2007 12:11 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I was working with him. In fact, the first part of that animation (about 54 frames) I did.

If it happens to work without tweaking it than that's great but I wouldn't hold my breath and I'm not likely to do any more until I know for sure that this feature will be implemented.


But by all means, if you would like to take a crack at it...

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Re: ingame screens from development (watch out spoilers)[message #167758] Sun, 16 December 2007 13:01 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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well, i justed tested your/ MAn's crouching normal male animation in the spot on S_LAW.sti and it looked just like in sti-edit.
there were no notable shifts or problems.

i would assume F_LAW.sti to be no different, therefore i don't think you're any hindered to use an exe of your liking to test your work.


codewise, the offset of the smoke trail will have to be shifted down a bit for it, but this isn't a concern of the bodytype animation you're working on but one of the smoke trail animation (those bloody smoke trails are all still hardcoded... just like gas clouds... it wouldn't hurt to have some more control of them from external files btw.)

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Re: ingame screens from development (watch out spoilers)[message #167759] Sun, 16 December 2007 13:12 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Well, I certainly could live with just a smoke trail misallignment but always wanted the backblast to possibly ignite some ground clutter types (dry weeds etc.) but I doubt if this would ever make it into the code.


On a similar note, in RR I believe I see some ground effect fire from some explosives (I want to say molitavs but can't exactly remember which ones did it).


Is this something present in the regular 1.13 or is it unique to your mod?


I think the you could work this with the xmls by having a lingering effect like mustard gas but does it require anything else?


I'd really like my flamethrower to have a similar effect but haven't played around with the explosives xml in over a year.

I'm still really digging the mod by the way. It has breathed new life into the game like the 1.13 itself.

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Re: ingame screens from development (watch out spoilers)[message #167824] Sun, 16 December 2007 23:08 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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thanks. in fact i mainly copy-pasted the molotovs from Lesh's(?) implementation in 1.13, as well as the flashbang.

but what could be done is to fire the molotovs from guns (e.g. flamethrower) and use smoke trails to indicate the flamethrower.

you should be able to work certain things like that within some limitations by using explosives.xml and ammotypes.xml

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Sergeant Major
Re: ingame screens from development (watch out spoilers)[message #167906] Mon, 17 December 2007 20:37 Go to previous messageGo to next message
MAn is currently offline MAn

 
Messages:9
Registered:June 2007
Location: Kharkov-city, USSR
Hallo, Scorp and Khor
Didn`t you both know that crouched LAW animation was finished completely (all three bodytypes)a long time ago? Smile
it could be delayed for long but we worked together (Khor and me) so, guys, wait for another portion of new animation in the 1.13 mod

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Private
Re: ingame screens from development (watch out spoilers)[message #167928] Mon, 17 December 2007 23:45 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Hey good to see you around again MAn! I am wondering if you have talked to any coders about this?


A few months ago someone told me emphatically that if I did the law animations they would be worked in. I could find the post but I don't want to rub it in.


This is what really takes the wind out of my sails for doing such things. If you do all that work only to find that it is never coded in...


Well, anyway I will do the fixing of the female prone LAW animation if you like MAn. Just let me know when you are getting near finishing your prone animations and I will definately do this.

I wish I could offer more help but RL has really been kicked into high gear lately 9not that I'm complaining about that).

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Re: ingame screens from development (watch out spoilers)[message #168139] Wed, 19 December 2007 13:02 Go to previous messageGo to next message
MAn is currently offline MAn

 
Messages:9
Registered:June 2007
Location: Kharkov-city, USSR
Khor1255
Hey good to see you around again MAn! I am wondering if you have talked to any coders about this?


Salute! Yes, indeed. Btw, i try to send ready sti to coders/modmakers in the first place.


Quote:

A few months ago someone told me emphatically that if I did the law animations they would be worked in. I could find the post but I don't want to rub it in.


This is what really takes the wind out of my sails for doing such things. If you do all that work only to find that it is never coded in...


Daniel, be sure any new animation stuffs will be implemented... it`s just a matter of time (if all coders ofcourse won`t go on indefinite leave together Smile)
So you have all abilities to do your favourite things and you needn`t think as if it`s a lost labour. That`s IMHO.

Quote:
Well, anyway I will do the fixing of the female prone LAW animation if you like MAn. Just let me know when you are getting near finishing your prone animations and I will definately do this.


i`m affraid you have to do prone LAW animation alone. Sorry, unfortunally i`ve lost interest to LAW animation as yet. Maybe later...

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Private
Re: ingame screens from development (watch out spoilers)[message #168141] Wed, 19 December 2007 13:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
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That's cool. Take a break. God knows you deserve it but I hope you continue your excellent work.


I have been thinking of doing a set of battle animations for the kid body types. I know this is depressing to think about but it would be cool to maybe have a playable npc that was a kid. The only way to avoid a massive crash when giving the kid a weapon in combat would be to do some animations. It is a lot of work I know and I still haven't even really scratched the surface of my long sleeved animations but this has been an idea for a while.

I also still like the idea of a waterborne insertion feature and would definately work on this if any coders were on board. I think we could modify the crawling animation for underwater swimming but even without that can of worms just having a 'rise from the deep' animation in all directions would be pretty easy. I cranked out the one I sent you in a casual night's labour. But of course the other 7 directions are needed not to metion the other two bodytypes.


Sorry for gassing on in your section scorp but I am very happy to see that MAn in still active.

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Re: ingame screens from development (watch out spoilers)[message #175401] Mon, 11 February 2008 19:03 Go to previous message
the scorpion

 
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Pustekuchen
hi scorpion,

i don

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