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ACRAB Actor Walkpath, Help please! http://45.55.195.193/viewtopic.php?f=1&t=19680 |
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Author: | Dr Victory [ Sat Sep 04, 2010 8:45 pm ] |
Post subject: | ACRAB Actor Walkpath, Help please! |
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 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 |
Author: | kdorval14 [ Sun Sep 05, 2010 4:30 am ] |
Post subject: | Re: ACRAB Actor Walkpath, Help please! |
Look very intereting, gonna look further but, i can't code and either sprite :'( but i'm looking for this post! good luck |
Author: | Geti [ Sun Sep 05, 2010 5:54 am ] |
Post subject: | 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? |
Author: | Dr Victory [ Mon Sep 06, 2010 10:52 am ] |
Post subject: | 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 |
Author: | Geti [ Mon Sep 06, 2010 11:43 am ] |
Post subject: | 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. |
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