View unanswered posts | View active topics It is currently Sun Jan 05, 2025 1:55 am



Reply to topic  [ 5 posts ] 
 ACRAB Actor Walkpath, Help please! 
Author Message
User avatar

Joined: Fri May 01, 2009 4:47 pm
Posts: 77
Reply with quote
Post ACRAB Actor Walkpath, Help please!
:oops: :oops: :oops: :oops:
Sorry in advance for the wall of text
(I am not yet admitting defeat and hope to provide the following at some point if I can)
but if someone will/can help me with a working template(walkpaths, footgroups and adjustments for joint strength) for a set of large i.e. Coalition Droid x4 sized functional crab legs I would be supremely grateful.
(If a decent Acrab walkpath modding walkthrough exists can you link here or sticky it (yes I have read numgun's excelent walkpath tutorial but Acrab seems infinitely more awkward) please.)

Bit of background I have had a pretty decent look and found Zalo's Wildlife Giant crab, I used this as a starting point and tried to fuse it with Azukki's excelent acrab template to change it into a controllable actor but I ran into a recurring memory error which put an end to my debugging efforts.

I am a fan of capnbubs' Crobotech Tank :bow: and especially like the visible feet but rather than going down that path I would ideally like something with a bit better ability to traverse gaps in the terrain such as bunker openings.

Bring on the flames :oops:


Sat Sep 04, 2010 8:45 pm
Profile
User avatar

Joined: Tue Jul 20, 2010 4:28 am
Posts: 30
Location: Under a giant mustache.
Reply with quote
Post Re: ACRAB Actor Walkpath, Help please!
Look very intereting, gonna look further :shock:

but, i can't code and either sprite :'(

but i'm looking for this post! good luck ;)


Sun Sep 05, 2010 4:30 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: ACRAB Actor Walkpath, Help please!
I had some trouble with this getting my mammoth tank happening if I remember correctly, though I can't really remember why.
Are you having trouble with walkpaths in general or walkpaths in relation to ACrabs?


Sun Sep 05, 2010 5:54 am
Profile WWW
User avatar

Joined: Fri May 01, 2009 4:47 pm
Posts: 77
Reply with quote
Post Re: ACRAB Actor Walkpath, Help please!
yeah I haven't really any interest making a standard actor atm, am I just being an idiot and should master AHuman walkpaths first?

All my ideas for mods seem to be crab based at the mo :S


Mon Sep 06, 2010 10:52 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: ACRAB Actor Walkpath, Help please!
It's probably a good idea to try it out with AHumans first as they're more intuitive, and ACrabs are quite a pain to mod successfully due to how gimped they are in various parts of the engine. It's a good idea to get your head around the other parts of modding before going straight to actors anyway, have you made devices and bombs yet? Actors are a fairly difficult starting point, but if you've got either prior programming experience or decent motivation coupled with common sense you could feasibly start from there.
Everyone has trouble with walkpaths if they don't spend some time with them anyway. Open up the actor viewer and use it to reload your crab vigorously while changing numbers in the path, it'll soon become clear what they do.


Mon Sep 06, 2010 11:43 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 5 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.068s | 13 Queries | GZIP : Off ]