Re: ingame screens from development (watch out spoilers)[message #161503]
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Sat, 13 October 2007 15:41
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Remus Lupin |
Messages:3
Registered:October 2007 |
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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.
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 Report message to a moderator
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Civilian
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Re: ingame screens from development (watch out spoilers)[message #161668]
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Mon, 15 October 2007 23:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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CNC_gunBTW. 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
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Re: ingame screens from development (watch out spoilers)[message #161700]
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Tue, 16 October 2007 10:22
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #161720]
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Tue, 16 October 2007 16:50
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |
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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 Report message to a moderator
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Corporal 1st Class
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Re: ingame screens from development (watch out spoilers)[message #161722]
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Tue, 16 October 2007 17:01
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #161760]
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Tue, 16 October 2007 23:31
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #167534]
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Thu, 13 December 2007 22:31
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #167560]
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Fri, 14 December 2007 09:50
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afp |
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Messages:75
Registered:November 2007 |
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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
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Re: ingame screens from development (watch out spoilers)[message #167570]
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Fri, 14 December 2007 10:52
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #167578]
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Fri, 14 December 2007 12:06
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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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 Report message to a moderator
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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #167606]
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Fri, 14 December 2007 17:00
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afp |
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Messages:75
Registered:November 2007 |
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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
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Re: ingame screens from development (watch out spoilers)[message #167610]
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Fri, 14 December 2007 17:37
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #167745]
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Sun, 16 December 2007 11:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: ingame screens from development (watch out spoilers)[message #167758]
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Sun, 16 December 2007 13:01
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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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Sergeant Major
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Re: ingame screens from development (watch out spoilers)[message #167824]
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Sun, 16 December 2007 23:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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