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Re: Time of War - modelling buildings and walkers
Posted: 05 Nov 2012, 16:50
by smoth
some animations<-click this!
well, I was just giving him an example script. I figure he can do his own animations... Anyway... since apparently it is an engine bug, I am just posting the script stuff for this guy and posting a mantis report.
/scripts/headers/walk.lua
/scripts/unitname.lua
the script assumes the following:
heirarchy:
(click for larger)
it has 1 weapon(the script triggers a burst fire because I wanted the firing to be tied to the animation. This may or may not be a good approach.
it uses two cegs(springs way of doing particle effects.
Code: Select all
sfxtypes = {
explosiongenerators = {
"custom:yellowmuzzelflash",
"custom:smallshells",
},
},
If you need cegs, effect files, lua examples of gadgets or widgets.. Here is my greenbeans subversion. It is a work in progress to give people a working base to create their own rts games. As it is a work in progress it has no documentation and I am still adding to it/correcting bugs. However, I felt I should share it as it does give you examples and files to work with.
svn
tracker
username: tester
Password: rageflame
Re: Time of War - modelling buildings and walkers
Posted: 06 Nov 2012, 01:43
by VelvetClaw
Excellent to know that! that is all I need. So animation a la Age of Empires is indeed possible. a pity that infantry and Spring 1944 don't whip out cigarettes when idle, though...
Re: Time of War - modelling buildings and walkers
Posted: 06 Nov 2012, 02:13
by smoth
velvet, what most of the projects in spring use is content lifted from total annihilation, meaning the animations were largely done by professionals. What you see in s44 and my work here are animations done without a tool by programmers. We are not artists persay just guys who did what had to be done.
does the script help?
Re: Time of War - modelling buildings and walkers
Posted: 11 Nov 2012, 08:06
by VelvetClaw
smoth wrote:velvet, what most of the projects in spring use is content lifted from total annihilation, meaning the animations were largely done by professionals....
Hello,
It is too early to say if it'd work for me, because I just wanted to know how to create models that carrepairer could later use. Right now, I am learning how to optimise my existing models for Spring using Blender, and all I can say is that it's a complete nightmare. Worse, my own projects for RoN have hit a snag and I am trying to extricate myself from the mess.
Still, if you are hungry for proof of progress...
It isn't much. But Now that I know how animated materials are supposed to work for Spring, I'd best figure out a means of inserting breaks into this unit.
Re: Time of War - modelling buildings and walkers
Posted: 11 Nov 2012, 11:12
by Pressure Line
Same place you would have the joints on a skeletal mesh model (knees ankles and hips on the legs etc)
Re: Time of War - modelling buildings and walkers
Posted: 11 Nov 2012, 20:45
by KaiserJ
ooh! nice horse.
Re: Time of War - modelling buildings and walkers
Posted: 11 Nov 2012, 23:07
by smoth
how many of those will you have? because you could probably double the polycount.
Re: Time of War - modelling buildings and walkers
Posted: 07 Aug 2015, 20:23
by VelvetClaw
Okay, been doing an experiment of sorts for Spring....
It's not much, but this is a test I am running to see if articulated limbs for animals are possible. I have TONNES AND TONNES of horseflesh, doing nothing and sitting idle. I have plans for all of them.
What this implies now is that articulated limbs are possible but I still need more feedback. Since we have established that it's possible, I need one more thing to be sure - I am constructing everything in Blender, but how will these limb parts be connected? should they be linked into a single file (several mesh objects) or as individual files?