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Dr Victory
Joined: Fri May 01, 2009 4:47 pm Posts: 77
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3x larger than Dreadnaught ACRAB legs
Well its been a few years can anyone tell me in the time since build 23 has anyone been able to produce a decent large ACRAB legs set and walkpaths? Fingers Crossed
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Fri Jun 29, 2012 11:51 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: 3x larger than Dreadnaught ACRAB legs
Scale up the legs 3X and do your art over the reference. Scale up the walkpath offsets 3X. Done.
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Sat Jun 30, 2012 2:08 am |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: 3x larger than Dreadnaught ACRAB legs
might not be that easy.
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Sat Jun 30, 2012 7:22 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: 3x larger than Dreadnaught ACRAB legs
Galacticruler wrote: might not be that easy. It's not perfect but it's close. It'll mimic an ACrab at normal scale at 3x scale but it'll choppy just because of how big it is.
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Sat Jun 30, 2012 8:20 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: 3x larger than Dreadnaught ACRAB legs
Very possible and very easy.
As long as you know how to do walkpaths, atomgroups, and offsets, that is.
If you know what you're doing, quite easy actually. If you don't know, then you might have some trouble.
The only hard part I ever had was leg animations.
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Sat Jun 30, 2012 8:47 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: 3x larger than Dreadnaught ACRAB legs
The Crobotech tank is a good example of a large ACrab
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Sat Jun 30, 2012 6:06 pm |
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Dr Victory
Joined: Fri May 01, 2009 4:47 pm Posts: 77
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Re: 3x larger than Dreadnaught ACRAB legs
Wont there be the terrain sink etc... if the Mass and COG isn't "just so" though.
If it is really easy could someone oblige me and post a set up? I remember last time I tried it was more complex than just multiplying everything x3 but was hoping to avoid. I will check out the crobotech tank to see if that will do.
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Sat Jun 30, 2012 6:59 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: 3x larger than Dreadnaught ACRAB legs
Well, yeah, you'll get into issues with scale, if mass is touched or offsets change significantly, simply because the levers will be so much longer. I kind of think in terms of what I'd do, with Lua fixing a lot of the default behaviors and more-or-less making the walkpath irrelevant to how the Actor actually functions in most scenarios.
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Sat Jun 30, 2012 10:05 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: 3x larger than Dreadnaught ACRAB legs
Size of the foot atomgroups plays a big role in sinkage. Larger/heavier actors require a larger contact area with the ground to spread out their weight more, so keep that in mind.
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Sun Jul 01, 2012 8:24 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: 3x larger than Dreadnaught ACRAB legs
The "widowmaker" its the larger spider/crab-monster ever made in cortex.
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Fri Jul 06, 2012 3:44 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: 3x larger than Dreadnaught ACRAB legs
Nope, I don't think the walkpath system has changed an iota since its inception.
That said, you can look at "The legend of zalo" for straight up multiplication crab scalings (2x and 4x) and the "Widowmaker" for a custom job (~3x).
As far as I recall, neither of them are really good, but I believe the Widowmaker does a slightly better job at traversing terrain before tripping.
Also, No_0ne is probably right that larger foot groups act like snowshoes to keep you on top of the ground now, but it's worth mentioning that when I tried it back in the creation of the Brobdingnagian clone, it sank just as deep while eating up more terrain.
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Sat Jul 07, 2012 3:20 am |
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