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 Superheavy dropship: The Bethesda 
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Joined: Sun Apr 15, 2007 5:56 am
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Post Re: Superheavy dropship: The Bethesda
Hey, why don't you make a pilot actor who gibs outta this baby? Take a page from Numgun.


Tue Apr 22, 2008 5:58 pm
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Joined: Sat Jan 20, 2007 10:32 pm
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Post Re: Superheavy dropship: The Bethesda
"Bethesda"...LOL, they are making the elder scrolls games :lol: ...btw: i like it :grin:


Tue Apr 22, 2008 8:45 pm
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Post Re: Superheavy dropship: The Bethesda
Sand rat, do you mean the dropship or the walker I posted a pic of?

I'm not sure wether or not I'll do a pilot eject for the dropship. I'm trying to stick this thing close to CC content. As the other dropships are pilotless I'll likely make mine aswell.

In other news, I'm obsessed with trying to get my walker walking... it's hard, to say the least. I've homebrewed some limbpaths mostly by dumb luck, but I have no clue what I'm doing. I'd be much obliged if someone could give me some introductory information as to what all the stuff does (limbpaths, footgroups etx)


Wed Apr 23, 2008 8:24 am
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Post Re: Superheavy dropship: The Bethesda
I think he means both...

EDIT1: Then why is there a cockpit in the ship ?_?

EDIT2: Dont change sprite though... Cuz thats NOT what im saying =S


Wed Apr 23, 2008 11:50 am
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:shock: Wow. Thats nice. The sprite is pretty good. DL


Wed Apr 23, 2008 12:53 pm
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Too grey, yeah. Btw, no. Bethesda is original. Basilisk is overused. I'm just wondering how would an actor sprited by you would look like.

O_O Epic


Wed Apr 23, 2008 11:16 pm
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Post Re: Superheavy dropship: The Bethesda
A little shaky in game but still very much kickass!!!


Wed Apr 23, 2008 11:19 pm
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I love ramming other dropships with this thing. Epic.


Wed Apr 23, 2008 11:35 pm
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Owo, excellent dropship sprite! I'd be curious to see an actor sprited by you :)


Thu Apr 24, 2008 1:55 am
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Post Re: Superheavy dropship: The Bethesda
aaronlee--

limbpaths are tough, yeah. i really hate doing them.

here's a little rundown.
the foot atomgroups are the objects that actually collide in physics and move your character around. the legs themselves are really mostly just for show. this atomgroup seems to be hardcoded to be strictly invisible... i've tried to add color to the atoms, no worky. i've tried to add a sprite and use autogenerate, but to no avail. i've even tried using attachables and screen effects to show me where the damn foot is when i'm testing a limbpath. there really needs to be a better way of visualizing the feet.
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the limbpaths (as far as i can make out) are a series of coordinates (called segments) that the game interprets and then moves the footgroup through the path that they make in sequence. think of it as a game of connect-the-dots. startOffset--where the footgroup starts out, with (0,0) being the origin on the leg (i think). i want to say that startSegCount is the number of the segment that it goes to from there, and then moves down through the list and loops back to the top, but i really don't know. the idea (for walking, at least) is to make the foot lift up with a segment, move forward and set down on the ground in front of it with another segment, and then drag back across the ground in another segment, eventually coming back to its starting point. when the foot hits the ground, it the ground imparts force on the foot and moves your actor in that direction.
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SlowTravelSpeed, NormalTravelSpeed, FastTravelSpeed: from best i can make of it, this is the speed at which the footgroup cycles through the limbpath segments. when you first start walking, i think it begins with the SlowTravelSpeed and steps up to the normal and then fast speed as you continue walking along.
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PushForce: the force the foot exerts upon the ground or whatever object it encounters as it moves through its path. needs to be higher for heavier characters. too high, however, and the foot will be able to break apart the material it's stepping on and will sink into the ground. this sinking problem can be fixed by putting more atoms in the footgroup and making it wider horizontally. this gives more surface area for the weight to be spread out across.
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LStandLimbPath, RStandLimbPath: this is the limbpath when the character is standing still, one for the left leg and one for the right. doesn't really need any segments (unless you want your character to do an idling stance while he is standing still; shift weight, bob up and down, etc) so you can just put in the startOffset for where the feet should be while standing.
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LWalkLimbPath, RWalkLimbPath: the main limbpath used for walking. a real ♥♥♥♥♥ to tweak. one for the left foot and one for the right. the limbpaths should be timed so that one foot is lifting up and moving forward while the other foot is on the ground pushing backward, holding the actor up. i think. find mods featuring large weird walking actors with different-sized legs and look at their segment coordinates for reference.
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LDislodgeLimbPath, RDislodgeLimbPath: i wish i knew what these do. i like to think that it's the limbpath for tearing a foot out of the ground if it gets stuck in some geometry, but hell. i'm probably doing this one wrong.

experiment and reference. i wish that the actor viewer would make a line representing the limbpath of an actor's feet when you move around. if the legs on your actor are roughly the same proportions of the game's vanilla actors yet at a larger scale, you can take those limbpaths and just scale up all the variables on the segments by the same percentage. that way the limbpath will still be good, just larger.

the legs sprites themselves are mostly cosmetic. be sure to set the ExtendedOffset, IdleOffset and ContractedOffset to the position the footgroup will be relative to the leg origin when the leg sprite is meant to animate to those positions.

the actor viewer is your friend... also, when testing limbpaths, i like to take the actor to a scene that's made entirely of sand (or some other extremely fragile material that you create) and walking him around or just dragging him when you're pre-placing actors. that way, you can see the imprints of the feet and get some idea of what your limbpaths are doing. it helped me out anyway.

**is done typing. what a mess.**
if any of this is wrong or needs clarifying, someone please say so. i need the help, too. there should be a good limbpath tutorial... if i learn how to do it right, i might make one myself or something.

...
oh, and yeah, that flaky guy on the infinity QFE forums is indeed me. haha. i was wondering when someone would spot me there.


Thu Apr 24, 2008 6:16 am
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Post Re: Superheavy dropship: The Bethesda
wow, this mod is awesome. it is so awesome, that me comp crashed the first time i tested it (was just a coincidence, it works fine now)! i would love to see an awesome mech.


Sun Apr 27, 2008 4:52 am
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Post Re: Superheavy dropship: The Bethesda
I've applied a lot of your advice, Systmh. It's all very comprehensive and very much appreciated, thanks, man!

It's been easy in theory but hard in practice getting everything implemented. Nonetheless I've made some progress (and broken my limbpaths a few times, still broken atm.) I'm not showing screenshots at this time because the sprites are just flat-color layouts and don't look terribly impressive at the moment. I may get an anim' up once I get it to stop smashing into the ground, though.

Other than that, I finished a coalition unique weapon (I'd like to do one for each army/faction I work with.) If I finish this mech' (by succeeding in not dying of frustration) then I'll likely compile the three items and maybe an improved liberator, if Lord Tim (who is awesome) doens't mind. I'm hoping to make a "booster pack" for the coalition with gameplay balanced items.

Anyway; The new gun's a little tribute to everyone's favorite science fiction horror quadrilogy that starts with A ;)

Schoolwork is a big concern over the next week or so so progress will likely be scattered.


Sun Apr 27, 2008 9:39 am
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Post Re: Superheavy dropship: The Bethesda
Quote:
Anyway; The new gun's a little tribute to everyone's favorite science fiction horror quadrilogy that starts with A

Alien, is it a alien weapon or a human weapon?
and the dropship is epic.


Sun Apr 27, 2008 10:01 am
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Post Re: Superheavy dropship: The Bethesda
Darksinner wrote:
Quote:
The new gun's a little tribute to everyone's favorite science fiction horror quadrilogy that starts with A

Alien.


Ding, ding, ding! We have a winner! What do we have for 'em today, Johnny?
*ahem* yep, alien. It's actually a tribute to the M14A Pulse Rifle (famed infantry rifle of the highly expendable colonial marines.)

Anyway, glad this mod's been getting such a consistently good reception. Still distracted on work and other projects so the Bethesda is still on hold. Anyway, FireBlizzard raised a good point, I'll be promptly removing the cockpit (evil laugh.)

Kidding.

I'll look into making a Coalition pilot actor to eject from the ship. I may do the same thing for the tank, as they're both supposed to be "manned." I always thought of the coalition as a little bit more oldschool, Military SF themed.


Sun Apr 27, 2008 7:31 pm
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Post Re: Superheavy dropship: The Bethesda
I personally think the coalition should be more human military, but I'd love to see where you take this mod pack of yours =3

EDIT1: And thank you for noticing my point XD


Sun Apr 27, 2008 10:32 pm
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