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Posted: 01 Mar 2007, 05:00
by Zpock
Image

Disclaimer: Placeholder texture. But I made a good walk script for it.

Posted: 01 Mar 2007, 09:55
by Fanger
I see what you did there...

I think I recognize those pixels, mostly from having associated with alot of pixels in my time and from that angle

Posted: 01 Mar 2007, 09:55
by smoth
I am impressed. Great job man!

Posted: 01 Mar 2007, 12:07
by Zpock
Here is the walking animation:

http://www.youtube.com/watch?v=q1O_ZC4EFns

I might make a separate animation for the front legs, with the knees bending forward. Or at least that was the original plan but I like how it looks with all knees backward, perfectly synced front and back does annoy me a little on the other hand. Maybe I'll try offsetting them 1 step and see if its better.

Posted: 01 Mar 2007, 12:09
by PuG
looking very good :)

Posted: 01 Mar 2007, 17:32
by Strategia
I don't like it. It looks like the body is just floating along, and the legs look like an afterthought, anchoring the body to the ground to prevent it from floating away. Make it somewhat slower, have time between each leg's movement (i.e. move, wait, move other, wait, move other, wait.....), have the body rock a bit, and make the movement somewhat more staggered. Look at the AT-ATs in SW:EpV for a good example.

That said, I do feel it has potential, and is a very good start and a very good platform to refine from.

Posted: 01 Mar 2007, 18:36
by 1v0ry_k1ng
those models are nice, whats the mod?

Posted: 01 Mar 2007, 19:29
by Fanger
some sort of modified EE atm, I can tell by the corpses.. although that stuff has potential.. it is nice work..

Posted: 01 Mar 2007, 19:39
by Zpock
Yes EE is in the background as a convenient way of getting all the random stuff for a mod to run at all. Don't worry about that i will get rid of it soon... compressing is annoying hehe

Im not announcing any details about the mod yet, much is undecided etc.

Posted: 01 Mar 2007, 19:44
by Fanger
I dont honestly mind, I just found it amusing... Just flicked to the picture and I was like DUDE GIANT COOL WALKER.. hey wait are those my corpses..? :?

Posted: 01 Mar 2007, 19:50
by Zpock
Strategia wrote:I don't like it. It looks like the body is just floating along, and the legs look like an afterthought, anchoring the body to the ground to prevent it from floating away. Make it somewhat slower, have time between each leg's movement (i.e. move, wait, move other, wait, move other, wait.....), have the body rock a bit, and make the movement somewhat more staggered. Look at the AT-ATs in SW:EpV for a good example.

That said, I do feel it has potential, and is a very good start and a very good platform to refine from.
Yes these are good points I have been considering them all. Some sort of body movement would definitely make it much more convincing. Of course TA animation scripting is not the most convenient thing to do on the unit... I have found some methods that work (including much stupid manual stuff that should be done by some plugin...), will definitly try to develop them further.

Posted: 01 Mar 2007, 21:15
by Peet
The main body should move and pitch up and down a tiny bit while it's walking...other than that, niiice animation.

Posted: 02 Mar 2007, 18:38
by rattle
Just wait until it climbs a steep slope. Can the body bend in the middle? If so then it's not that much trouble to make it move along slopes.

Good job, though. Making good animations is difficult.

Posted: 03 Mar 2007, 00:59
by Zpock
Wait, can you get the height/slope at different points other then the center in the script?
Just wait until it climbs a steep slope. Can the body bend in the middle? If so then it's not that much trouble to make it move along slopes.

Posted: 03 Mar 2007, 10:13
by rattle
Add an empty object in the center of the front feet and rear feet. You now can get the slope angle from each point to an object with it's origin at 0,0,0 and turn the body. I assume that the body consists of two objects (split in the center).

It's also possible to detect wether a unit turns left or right. Might be cool to see the unit turn it's front body.
http://spring.clan-sy.com/phpbb/viewtop ... 349#133349

Also you can orientate the feet to the groundlevel by adding another two objects to each foot, one at each end. Then you can get the slope angle (through ground height) between the two points and turn the foot accordingly.

I'd limit the angle to some value though, or it may look weird when it stumbles over deformed terrain with insane slope.

Posted: 03 Mar 2007, 12:59
by Zpock
Ah I want to make CNC3 mammoth tank like tank tracks, but didn't think it was possible...

Posted: 03 Mar 2007, 18:50
by rattle
Hmm it is but needs a lot of good scripting to make it look convincing.

Posted: 04 Mar 2007, 19:10
by Snipawolf
Muahahahahah!

Posted: 04 Mar 2007, 19:13
by Zoombie
Zpok, that walker is really neat.

It just needs more guns. Everything needs more guns. Nothing has enough guns. Nothing, I tell yoU!

Posted: 09 Mar 2007, 03:51
by Zpock
Guess what kind of unit this will be?
Image
Texture stolen from the upspring peewee as usual. When all or most units are modeled and in game I'm starting on the textures. 10 units and 8 structures x2 sides. Not many, but as you can see I'm going more for uniqueness and quality.