A Mod Idea: Epic 40,0000, Spring Style - Page 12

A Mod Idea: Epic 40,0000, Spring Style

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

No, the tube don't bend... you know, it's very difficult to do it with ta animations... but I found a way to export complex leg animations from 3ds max... using a spreadsheet :P .

here is the first version:

[COPY AND PASTE IN THE URL BAR]
http://guru.altervista.org/taspring/sentinel.7z
Last edited by BlueIce on 23 Oct 2005, 21:16, edited 1 time in total.
j5mello
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Post by j5mello »

@blueice: the autocannon is basically like the cannon on a bradley fighting vehicle. its very effective against infantry and light vehicles. its marginally effective against tanks but thats what las cannons r for 8)


edit: 2 things; first off since 40k technology isn't like that of teh present day make the autocannon shoot a little slower than a real bradley. secondly by "light vehicles" i mean the ork buggys and wartraks:

http://store.us.games-workshop.com/stor ... A&Img=6509
mongus
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Post by mongus »

BlueIce wrote:... but I found a way to export complex leg animations from 3ds max... using a spreadsheet :P .
could you share a bit of this trick with us? (complete ignorant of animation scripts, but curious).

edit: it seems you were using solid archive. was hard to get the unit working, but worthed. have a strange vid of it, .. when moving on craters, the unit moves all over.. funny. (i know every unit has this issue if it has that tag.., but its more notticeable for that big sized one hehe).
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BlueIce
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Post by BlueIce »

I try to explain how I have exported it, but my english is very bad...

1) I have created the leg animation in 3d Studio Max using bones and an spline that the feet follow:

Image

2) I writed down Y angle for each leg piece for each frame in a spreadsheet and with some calculations I found TA angles:

Image

3)Then I created the script with excel fom the TA angles:

Image

4)Copyed and pasted in scriptor.


This method works with leg animations, but I writed down only (4leg)*1(angle)*(50frame) angles, if you have to export all 3 angles per leg it becomes a bit long, but the result is almost perfect.

Here you can find 3ds model, and the spreadsheet.:

[USE SAVE AS TO DOWN THIS]
http://guru.altervista.org/taspring/sentinel_all.rar
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Zoombie
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Post by Zoombie »

cool
mongus
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Post by mongus »

cool



.. no i mean, thanks for the files BlueIce, very much, will need time to get to understand them.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I wonder why you use < > for angular speed and not for angles.

(For those won't don't know, <x>=182*x so that you can write angles in degree instead of (1/2^16)th of full turn)
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BlueIce
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Post by BlueIce »

zwzsg wrote:I wonder why you use < > for angular speed and not for angles.

(For those won't don't know, <x>=182*x so that you can write angles in degree instead of (1/2^16)th of full turn)

this is new to me.... thanks, now I understand why the animation isn't smooth as it should be...
j5mello
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Post by j5mello »

bump (cause im a 40k fan and want to see this worked out :P )
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Guessmyname
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Post by Guessmyname »

Work (at my end - dunno about everyone else) is steady. Though I've just bought Dawn of War, so the progress may lessen slightly
j5mello
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Post by j5mello »

i hope u got the xpansion as well

seein the baneblade let loose is f&%$in amazin 8)
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

j5mello wrote:i hope u got the xpansion as well

seein the baneblade let loose is f&%$in amazin 8)
:lol: yeh thats awesome in game but seeing the actual model close up is if anything more impressive but i'm more of a shadow sword man. came so close to buying one but bought a marauderer destroyer hyrdra flak tank and an executioner. put together they're just as fun ESPECIALLY against nids!
j5mello
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Post by j5mello »

im thinkin of orderin a Thunderhawk for my Ultramarines but i don't think ill have enough time to do it even durin the summer :(.
raikitsune
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Post by raikitsune »

j5mello wrote:im thinkin of orderin a Thunderhawk for my Ultramarines but i don't think ill have enough time to do it even durin the summer :(.
ahhh yeh they take a helluv alot of work but trust me they are well worth it.
for some reason i've stopped collecting games workshop figures now though i tend to purchaise micro armour but i still keep up with whats being released and such forth.
j5mello
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Post by j5mello »

i started collectin about a year ago, so the majority of my army is made up of the new space marine models which i really like. though i do have some of the really old models who held their bolters across their chests
raikitsune
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Post by raikitsune »

:lol: yeh i remember them however i've got stuff that predates that by far! the real oleschool terminators and this hunka junk (sorry about the HORRIFIC image quality my cameras out of battery and i had about half a second to focus XD)
Image
edit: just realised how much the paint job shows its age aswell! gesh!
Last edited by raikitsune on 30 Oct 2005, 19:38, edited 1 time in total.
j5mello
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Post by j5mello »

can u have a vehicle that can't move on its own but instead be pulled by somethin cause if u can then u could implement these:
Siege Cannons
raikitsune
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Post by raikitsune »

j5mello wrote:can u have a vehicle that can't move on its own but instead be pulled by somethin cause if u can then u could implement these:
Siege Cannons
in sure you can AA have static towers that can be picked up by cargo planes there must be somthing to the like you can do.
j5mello
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Post by j5mello »

i guess the only thing would be gettin the wheel/tracks to rotate when the unit is being pulled
though if a unit knows when its in a transport im sure u could combine that witn an animation command to make the wheels turn
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Guessmyname
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Post by Guessmyname »

That can be done. Just make a unit that is really really slow. A bit like the AATA artillery, which can move, but is inanely slow so you hve to tow it around if you want it to get somewhere in time to be useful
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