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PostPosted: Tue Sep 03, 2013 2:43 am 
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joneau wrote:
there is no limit how big the model can be but too big can be just too big. Like my browning which i made as my first voxel model. It was even bigger than the soldier XD.
Thats why you should just take example file where to start making the model to keep the weapon in 'fitting' to rwr


btw good luck with that animation creating. I would actually want to see what animations you can create

I did find out about this just minutes after I posted that, thanks for the info though.
By the way, I found an issue, custom animations won't let the player shoot, if any shooting animation is replaced, you can no longer shoot ingame when said animation is being played. (big issue if you want to edit the shooting animations)


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PostPosted: Tue Sep 03, 2013 3:12 am 
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RetardedUsername wrote:
joneau wrote:
there is no limit how big the model can be but too big can be just too big. Like my browning which i made as my first voxel model. It was even bigger than the soldier XD.
Thats why you should just take example file where to start making the model to keep the weapon in 'fitting' to rwr


btw good luck with that animation creating. I would actually want to see what animations you can create

I did find out about this just minutes after I posted that, thanks for the info though.
By the way, I found an issue, custom animations won't let the player shoot, if any shooting animation is replaced, you can no longer shoot ingame when said animation is being played. (big issue if you want to edit the shooting animations)

i think no new shooting animations are needed. Maybe some animations for different weapons llike crossbow, grenade launcher. Althought some different movement animations would be nice to see like dive replaced with slide animation :D

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PostPosted: Tue Sep 03, 2013 3:22 am 
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RetardedUsername wrote:
By the way, I found an issue, custom animations won't let the player shoot, if any shooting animation is replaced, you can no longer shoot ingame when said animation is being played. (big issue if you want to edit the shooting animations)


I think this issue might be caused by the weapon not facing perfectly forward. I messed a bit around with this and found that even changing the walking animations interferes with firing sometimes.

Another issue: there seems to be no separate walking animation for when not holding a weapon.


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PostPosted: Tue Sep 03, 2013 7:39 pm 
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joneau wrote:
i think no new shooting animations are needed. Maybe some animations for different weapons llike crossbow, grenade launcher. Althought some different movement animations would be nice to see like dive replaced with slide animation :D

Well, I had in mind to do some crazy conversion where we would play as wizards and sorcerers instead of modern day soldiers, new shooting animations would be necessary to achieve the full effect.
Now that you ask, I might do a "levitation" animation for water, as you can only move around in it and not do anything else.


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PostPosted: Wed Sep 04, 2013 3:05 am 
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wut?

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PostPosted: Wed Sep 04, 2013 8:00 am 
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DoomMetal wrote:
RetardedUsername wrote:
By the way, I found an issue, custom animations won't let the player shoot, if any shooting animation is replaced, you can no longer shoot ingame when said animation is being played. (big issue if you want to edit the shooting animations)


I think this issue might be caused by the weapon not facing perfectly forward. I messed a bit around with this and found that even changing the walking animations interferes with firing sometimes.

Another issue: there seems to be no separate walking animation for when not holding a weapon.


True, weapon needs to point at least almost forward (in xz plane, I think, so the weapon could be pointing a bit up or down without issues). The thing has been wired up so that the weapon won't shoot unless it's pointed on the right path, and the soldier tries to point it straight by walking, being still, being crouched, being prone depending on the stance. In other words, there's no aiming pose, there's only stance poses and recoil.

And true, there's no weaponless walking animation yet.


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PostPosted: Sun Jan 05, 2014 6:36 am 
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In the editor, is there any way to edit the actual skeleton of a model?


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PostPosted: Sun Jan 05, 2014 11:44 am 
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Lusketrollet wrote:
In the editor, is there any way to edit the actual skeleton of a model?

Nope. The skeleton data is in each voxel model file tho, so you can edit it the same way it was created, i.e. in notepad. The editor knows to carry the skeleton data found in the file when making changes and saving.

Code:
    <skeleton>
        <particle x="0.500000" y="55.500000" z="0.500000" invMass="15.000000" id="50" name="head" bodyAreaHint="2" />
        <particle x="0.500000" y="48.500000" z="0.500000" invMass="10.000000" id="45" name="neck" bodyAreaHint="2" />
        <particle x="-6.500000" y="45.500000" z="0.500000" invMass="8.000000" id="15" name="rightshoulder" bodyAreaHint="2" />
        <particle x="7.500000" y="45.500000" z="0.500000" invMass="8.000000" id="25" name="leftshoulder" bodyAreaHint="2" />
        <particle x="-14.500000" y="45.500000" z="0.500000" invMass="70.000000" id="12274576" name="rightelbow" bodyAreaHint="2" />
        <particle x="15.500000" y="45.500000" z="0.500000" invMass="70.000000" id="12273840" name="leftelbow" bodyAreaHint="2" />
        <particle x="-21.500000" y="44.500000" z="0.500000" invMass="200.000000" id="12274112" name="righthand" bodyAreaHint="2" />
        <particle x="22.500000" y="44.500000" z="0.500000" invMass="200.000000" id="12273488" name="lefthand" bodyAreaHint="2" />
        <particle x="0.500000" y="35.500000" z="0.500000" invMass="10.000000" id="1" name="midspine" bodyAreaHint="1" />
        <particle x="-4.500000" y="28.500000" z="0.500000" invMass="10.000000" id="10" name="righthip" bodyAreaHint="1" />
        <particle x="5.500000" y="28.500000" z="0.500000" invMass="10.000000" id="20" name="lefthip" bodyAreaHint="1" />
        <particle x="-4.500000" y="13.500000" z="0.500000" invMass="15.000000" id="12285328" name="rightknee" bodyAreaHint="1" />
        <particle x="5.500000" y="13.500000" z="0.500000" invMass="15.000000" id="21" name="leftknee" bodyAreaHint="1" />
        <particle x="-4.500000" y="0.500000" z="0.500000" invMass="20.000000" id="12285680" name="rightfoot" bodyAreaHint="1" />
        <particle x="5.500000" y="0.500000" z="0.500000" invMass="20.000000" id="22" name="leftfoot" bodyAreaHint="1" />
        <stick a="12285680" b="12285328" />
        <stick a="12285328" b="10" />
        <stick a="10" b="20" />
        <stick a="20" b="21" />
        <stick a="21" b="22" />
        <stick a="10" b="1" />
        <stick a="1" b="15" />
        <stick a="15" b="25" />
        <stick a="20" b="1" />
        <stick a="1" b="25" />
        <stick a="25" b="12273840" />
        <stick a="12273840" b="12273488" />
        <stick a="15" b="12274576" />
        <stick a="12274576" b="12274112" />
        <stick a="15" b="45" />
        <stick a="45" b="25" />
        <stick a="45" b="50" />
    </skeleton>


You most likely can't add new particles nor constraints as the game expects the skeleton to be a 15-particle system and derives orientations for each "bone" in a special way depending on other bones and character facing, so that humanoid-like structure is the only model the game has been adjusted to work fine with.

Proportions can be changed I believe.


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PostPosted: Sun Nov 01, 2015 3:20 am 
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Doesn't seem to work for me, im not sure what to actually what to do after using the command prompt to write the location of the editor.


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PostPosted: Tue Jan 26, 2016 4:24 am 
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Joined: Tue Jan 26, 2016 4:19 am
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Would someone be able to make a YouTube tutorial on how to use the editor? I find it easier to process things visually than if they are written or auditory.


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