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3x larger than Dreadnaught ACRAB legs
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Author:  Dr Victory [ Fri Jun 29, 2012 11:51 pm ]
Post subject:  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 :)

Author:  xenoargh [ Sat Jun 30, 2012 2:08 am ]
Post subject:  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.

Author:  Galacticruler [ Sat Jun 30, 2012 7:22 am ]
Post subject:  Re: 3x larger than Dreadnaught ACRAB legs

might not be that easy.

Author:  dragonxp [ Sat Jun 30, 2012 8:20 am ]
Post subject:  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.

Author:  Coops [ Sat Jun 30, 2012 8:47 am ]
Post subject:  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.

Author:  No_0ne [ Sat Jun 30, 2012 6:06 pm ]
Post subject:  Re: 3x larger than Dreadnaught ACRAB legs

The Crobotech tank is a good example of a large ACrab

Author:  Dr Victory [ Sat Jun 30, 2012 6:59 pm ]
Post subject:  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.

Author:  xenoargh [ Sat Jun 30, 2012 10:05 pm ]
Post subject:  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.

Author:  No_0ne [ Sun Jul 01, 2012 8:24 am ]
Post subject:  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.

Author:  Naxete [ Fri Jul 06, 2012 3:44 pm ]
Post subject:  Re: 3x larger than Dreadnaught ACRAB legs

The "widowmaker" its the larger spider/crab-monster ever made in cortex.

Author:  zalo [ Sat Jul 07, 2012 3:20 am ]
Post subject:  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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