Were there ever Organic Units in a SpringMod ?
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Were there ever Organic Units in a SpringMod ?
No, armoured Insects are not counting. Im talking of living Flesh, Bone, slimy, ugly Horrormovieready things.. Somebody having a Example ?
My Mistake, should have made it clearer. Yes, i know there is Infantry especially in the Worldwar II Mod. Therer are Tyrannids in Guessmynames Mod ?neddiedrow wrote:I think Guessmyname made a few Tyranids. We do have infantry in a lot of games...

Thats could be what i search for the "I-woke-up-during-the-Butchers-nasty-Electricity-Accident!" Look
Well, there are a few restriction that make it difficult, and yes, in some cases impossible. For one, we can't deform meshes, so you can't get that really stretchy, fleshy feel. The other issue is that we don't have skeletal animation, instead everything is done with a part hierarchy. This means that to make realistic, "fluid" motion of organic joints, which typically have a lot of complicated degrees of freedom, requires a lot of work, and very complex scripts, so you have to be pretty good with the scripting language.
So, if you are very skilled you might be able to get something like a hydralisk, with it's interlocking armor plates, but even something like the soft, gooey hydralisk tail would be difficult.
I suspect the reason we haven't seen anything organic outside of infantry is that most of the really talented scripters in the community are more interested in robots, especially since the cool factor per unit effort is much higher with robots than squishies, with the aforementioned engine restrictions.
So, if you are very skilled you might be able to get something like a hydralisk, with it's interlocking armor plates, but even something like the soft, gooey hydralisk tail would be difficult.
I suspect the reason we haven't seen anything organic outside of infantry is that most of the really talented scripters in the community are more interested in robots, especially since the cool factor per unit effort is much higher with robots than squishies, with the aforementioned engine restrictions.
- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
Yep. Proper animation is a desperately needed feature.
Imho, it would be best-implemented two separate ways:
1) allow parts to have keyframed per-vertex animations within them. Add a "set frame" command (and an animation version for slow transitions) in BOS.
2) for models that have bones, allow BOS script to treat bones as parts.
Obviously, I'm talking about the modder's perspective. The actual implementation would be a wholly different nightmare.
Imho, it would be best-implemented two separate ways:
1) allow parts to have keyframed per-vertex animations within them. Add a "set frame" command (and an animation version for slow transitions) in BOS.
2) for models that have bones, allow BOS script to treat bones as parts.
Obviously, I'm talking about the modder's perspective. The actual implementation would be a wholly different nightmare.