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Messages - heedicalking

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3751
Games / Re: Empire Earth - Conquer the World
« on: November 25, 2011, 05:44:58 PM »
did any1 else besides me think the campaign was super hard? i played a long time ago though.

3752
Forum Games / Re: The Search for Glory! (A SFP adventure!) wu twang clan
« on: November 25, 2011, 05:02:34 PM »
take out that guy before backup gets here, and if you take him out, everyone hide behind. if numbers are needed:
if everyone can fight- 14, 5, 12, 8
if only red can fight- 15

3753
Modification Help / Re: Custom Animations Project
« on: November 25, 2011, 03:48:16 PM »
I have found the problem. With the armatures, the bone's normal axis X and Y is flipped, making the rotation off. I don't know how to make it so the bone normal's X is the Y and the Y become the X, rotating along the Z normal is not allowing me to go that far. If I fix this then the animations can be done.

3754
Forum Games / Re: The Search for Glory! (A SFP adventure!) wu twang clan
« on: November 25, 2011, 03:38:44 PM »
gonna need a number, and say whos attacking.
can everyone attack?
if not, 17, bright red guy.

3755
Forum Games / Re: The Search for Glory! (A SFP adventure!) wu twang clan
« on: November 25, 2011, 03:27:56 PM »
yea kick their ass. they're nothing but trouble anyway. 2 less to fight later.

3756
Modification Help / Re: Custom Animations Project
« on: November 25, 2011, 02:59:31 PM »
This is nifty. So, this animation only shows up for you, or other players as well? Or do you replace the default in your server, and that is where it works?
This requires no replacing at all and shows up for everyone. I am only replacing things to get the correct bone structure, but the initial rotation is a problem. Sadly, i cannot find help because:
a- most don't want to help.
b- most don't know how to help.
c-  only about 3 people could even remotely help.

3757
Modification Help / Re: Custom Animations Project
« on: November 25, 2011, 01:45:59 PM »
Didn't Eksi do something like this?

EDIT:http://www.youtube.com/watch?v=Puz4pX7axPg
He only tweaked the animation which has many limits. If the method I am trying works, there will be barely any limits.

3758
General Discussion / Re: New Years' 2012
« on: November 25, 2011, 09:16:47 AM »
It's pronounced Rock and Roll McDonalz
Thank you very much.
i dont care

3759
Modification Help / Custom Animations Project
« on: November 25, 2011, 09:13:04 AM »
Recently I have found out it is possible to add custom animations to the default playermodel. I have managed to make animations, but most require blending with pre-existing animations such as armready. Those animations have to be recreated as close as possible, or overwritten with new ones. To set it up for exporting, just add detail32 and shape then parent the bone group to it and export animations as .dsq. Priority of armreadyboth is 14.
http://www.mediafire.com/?r64v95akfe0aezo
The minifig which I have has bones which are not rotated correctly. Basically the skeleton is telling the game what to do regardless of what the minifig in blender looks like it is doing.

To get a correct bone rotation, I am currently working on overwriting m_Armreadyboth.dsq but I am only working on the right arm for right now. To test the animation in game, i type /hug or wield guns akimbo. Opening the armreadyboth file allows me to see which bones are included in the animation. Most are just blank root frames, but righthand, rightarm, lefthand, and leftarm all move during the animation.
Code: [Select]
         main   start   Hip   Torso   RightArm	   RightHand   RHand100   Rarm100   LeftArm   LeftHand   LHand100   Larm100   Head   HeadSkin100   chest100   Mount2   RightLeg   Rshoe100   LeftLeg   Lshoe100   pants100   Eye    	      D    hÐ
/<5úKp˜&7ÜZR¥R^gÓV>N  ~€Ùô  ¹ú«-öS<P'ïÜ©RNRxÕñUµN                              armready       •‰=                                     ‰ˆ=       0                                              

The custom animations are overwritten in a script written by chrono
http://www.mediafire.com/?3hsgl4j49q7cgcr
Just replace the animations in that folder, change playertype to animation test, and play the thread you need. Custom animations that are not defined can be added in as well.

If this ever works out, full body animations can be added without using hands. Possibilities include- Sword animations, kicking animations, flipping mid air animations, waving your hand animations, and so much more.

I cannot figure out the correct rotations for almost all of those bones alone. That's why I suggest this being a multiple person project to fix this up.

3760
General Discussion / Re: New Years' 2012
« on: November 25, 2011, 08:35:27 AM »
you need less crap dubstep and non appealing songs. pick more dumb songs that are just lol when you play them(rock n roll mcdonalds) instead of crappy metal and daft punk.

3761
See now what gets me is that Blockland has already gone to the pits.  Im having fun while i can.  :P  You can do what you want, I'll do what I want.  Seeya.  :P
blockland is still the best game ever you just suck at it.

3762
Games / Re: Warzone 2100 - Ruining friendships since 1999
« on: November 24, 2011, 07:18:29 PM »
tried downloading and installing. ran the .exe after installing and it just crashes to desktop.

3763
General Discussion / Re: New Years' 2012
« on: November 24, 2011, 07:15:16 PM »
only good song is guile's theme sorry. can i be dj again?

3764
Modification Help / Re: minifig with bones
« on: November 24, 2011, 10:36:53 AM »
I have managed to fix the inverse rotation, but have reached another problem. many of the animations on the default player reference the armreadyright animation. currently i don't have an exact or close replica to that animation, so any animations made will look weird.

3765
Modification Help / Re: minifig with bones
« on: November 23, 2011, 10:55:18 PM »
i have it working now except the x axis is like the y when exported. left/right animation rotation in blender is up/down rotation in game. i can add custom animations to the default player now, but this rotation thing is annoying.

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