What is your least favorite part of modding?
Moderator: Moderators
What is your least favorite part of modding?
So, what is your least favorite part of modding?
Special effects as in custom explosion generators? Those are easy.
Animations aren't easy because you have to juggle dozens of pieces moving simultaneously, time them properly, etc. For the Lolimod I used four "keyframes" but it was a headache to get those commands in order (now when the left thigh reaches the front position where should the shin go?).
This is what happens:
Animations aren't easy because you have to juggle dozens of pieces moving simultaneously, time them properly, etc. For the Lolimod I used four "keyframes" but it was a headache to get those commands in order (now when the left thigh reaches the front position where should the shin go?).
This is what happens:
Code: Select all
static-var moving, walking, aiming;
#define THIGH_F <-30>
#define THIGH_B <20>
#define THIGHSPEED_F <100>
#define THIGHSPEED_B <100>
#define SHIN_F <0>
#define SHIN_B <40>
#define SHINSPEED_F <160>
#define SHINSPEED_B <160>
#define PELVIS <-10>
#define PELVISSPEED <80>
#define CHEST <15>
#define CHESTSPEED <100>
#define HEAD <-5>
#define HEADSPEED <30>
#define WALKBOB [2]
#define BOBSPEED [8]
#define ARM_F <-30>
#define ARM_B <30>
#define ARMSPEED_F <120>
#define ARMSPEED_B <120>
Walk() {
if(walking) return 0; //semaphore
walking=1;
turn lthigh to x-axis 0 now;
turn lshin to x-axis 0 now;
turn rthigh to x-axis <-10> now;
turn rshin to x-axis <20> now;
turn pelvis to z-axis PELVIS now;
turn chest to z-axis CHEST now;
turn lthigh to z-axis 0 - PELVIS now;
turn rthigh to z-axis 0 - PELVIS now;
while(moving) {
if (moving) {
#ifdef USE_ARMS
if (!aiming) turn ruarm to x-axis ARM_B speed ARMSPEED_B;
#endif
turn rthigh to x-axis THIGH_F speed THIGHSPEED_F;
turn rshin to x-axis SHIN_B speed SHINSPEED_B;
move pelvis to y-axis WALKBOB speed BOBSPEED;
wait-for-turn lthigh around x-axis;
}
if (moving) {
#ifdef USE_ARMS
if (!aiming) turn luarm to x-axis ARM_F speed ARMSPEED_F;
#endif
turn lthigh to x-axis THIGH_B speed THIGHSPEED_B;
turn pelvis to z-axis 0 - PELVIS speed PELVISSPEED;
turn chest to z-axis 0 - CHEST speed CHESTSPEED;
turn head to z-axis 0 - HEAD speed HEADSPEED;
turn lthigh to z-axis PELVIS speed PELVISSPEED;
turn rthigh to z-axis PELVIS speed PELVISSPEED;
wait-for-turn rshin around x-axis;
}
if (moving) {
turn rshin to x-axis SHIN_F speed SHINSPEED_F;
move pelvis to y-axis 0 speed BOBSPEED;
wait-for-turn rthigh around x-axis;
}
if (moving) {
#ifdef USE_ARMS
if (!aiming) turn luarm to x-axis ARM_B speed ARMSPEED_B;
#endif
turn rthigh to x-axis THIGH_B speed THIGHSPEED_B;
turn pelvis to z-axis PELVIS speed PELVISSPEED;
turn chest to z-axis CHEST speed CHESTSPEED;
turn head to z-axis HEAD speed HEADSPEED;
turn lthigh to z-axis 0 - PELVIS speed PELVISSPEED;
turn rthigh to z-axis 0 - PELVIS speed PELVISSPEED;
wait-for-turn lthigh around x-axis;
}
if (moving) {
#ifdef USE_ARMS
if (!aiming) turn ruarm to x-axis ARM_F speed ARMSPEED_F;
#endif
turn lthigh to x-axis THIGH_F speed THIGHSPEED_F;
turn lshin to x-axis SHIN_B speed SHINSPEED_B;
move pelvis to y-axis WALKBOB speed BOBSPEED;
wait-for-turn lshin around x-axis;
}
if (moving) {
turn lshin to x-axis SHIN_F speed SHINSPEED_F;
move pelvis to y-axis 0 speed BOBSPEED;
wait-for-turn rthigh around x-axis;
}
}
walking=0;
turn rthigh to x-axis 0 speed THIGHSPEED_F;
turn lthigh to x-axis 0 speed THIGHSPEED_F;
turn rshin to x-axis 0 speed SHINSPEED_F;
turn lshin to x-axis 0 speed SHINSPEED_F;
turn pelvis to z-axis 0 speed PELVISSPEED;
turn chest to z-axis 0 speed CHESTSPEED;
turn lthigh to z-axis 0 speed PELVISSPEED;
turn rthigh to z-axis 0 speed PELVISSPEED;
move pelvis to y-axis 0 speed BOBSPEED;
turn head to z-axis 0 speed HEADSPEED;
#ifdef USE_ARMS
if (!aiming) call-script IdleAim();
#endif
}
Uv mapping
I don't like UV mapping, because I can't figure it out, and animations, I never use them, maybe light rotate to point scripts, that's it. Everything else is pretty easy.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
UV mapping is the thing that feels most boring of course, I bet it's what you get to do as a new guy at some game company.
I do think it's kind of interesting tough. It seems entirely mechanical, but there's a lot of thinking about tradeoffs between stretching, seams and managability. Where to put those seams... ahh.. Lots of tricks, and it ties in with the texturing and modeling process in an interesting way. You learn after a while how to model in order to make UV-mapping and texturing easier and better... a good advantage to not specialising totally on one of those.
I do think it's kind of interesting tough. It seems entirely mechanical, but there's a lot of thinking about tradeoffs between stretching, seams and managability. Where to put those seams... ahh.. Lots of tricks, and it ties in with the texturing and modeling process in an interesting way. You learn after a while how to model in order to make UV-mapping and texturing easier and better... a good advantage to not specialising totally on one of those.
UV mapping is the only step where I feel like the computer is an obstacle slowing me down, instead of a tool helping me go. Modelling, texturing once you have the UV map, artistic so I like it. Scripting, balance, like writing code, so also something I like. UV mapping? An annoying step that totally breaks up my workflow.