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Rabdsquirlz
Joined: Thu Jan 29, 2009 1:51 am Posts: 9
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Tachikoma Revival
So this thread was locked a while ago and I'm going to pick up on the project. It looks like the spriting and code is mostly done thanks to DSMK2 and fyher respectively, all I'm really doing is fixing offsets for it. Hopefully I'll have an update by the end of the weekend. Here's the file with the messed up offsets
Last edited by Rabdsquirlz on Sat Jan 31, 2009 4:28 am, edited 2 times in total.
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Sat Jan 31, 2009 3:42 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Tachikoma Revival
Make it into an ACrab, great tip, is it, now?
AHuman = Humanoid ACrab = Quadruped
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Sat Jan 31, 2009 3:57 am |
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Rabdsquirlz
Joined: Thu Jan 29, 2009 1:51 am Posts: 9
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Re: Tachikoma Revival
It is an ACrab, it just looked humanoid because of the aforementioned offsets, which are slightly better now. However, the problems I am having now is the offsets aren't moving the gun arm and the whole thing is sinking into the ground up to the main body.
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Sat Jan 31, 2009 4:23 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma Revival
Do not put the gun arm as a turret, make it the HDFirearm the -null- turret holds. Not only that you need to raise the foot groups... Man that sprite I made is old
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Sat Jan 31, 2009 4:29 am |
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sushi jones
Joined: Mon Aug 25, 2008 1:18 am Posts: 10
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Re: Tachikoma Revival
I actually figured out how to make the gun arm work, but I couldn't figure out the legs... I wound up meddling with the code for the gun and the arm considerably, so I have to post the whole file. Edit: or I'll just link a megaupload it because I can't figure out the attachment system. http://www.megaupload.com/?d=BZH9X9K9
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Sat Jan 31, 2009 5:11 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Tachikoma Revival
Rabdsquirlz wrote: It is an ACrab, it just looked humanoid because of the aforementioned offsets, which are slightly better now. However, the problems I am having now is the offsets aren't moving the gun arm and the whole thing is sinking into the ground up to the main body.
Didn't look like that when I posted.
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Sat Jan 31, 2009 6:15 pm |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: Tachikoma Revival
Sushi: I'll test the Version you uploaded and see if I can help with the foot groups.
Hopefully a lot of people help here and make this the Tachikoma we always wanted it to be!
EDIT: tested the Tachikoma, doesn't walk on land, Barely moves properly on straight terrain (bunker modules and such.) I'll look into the foot groups and see if the legs can be adjusted to work more efficiently.
EDIT(again): Progress has been made!! The new revision can walk fairly well on flat terrain (the bunker modules) and can even go up stairs! (If the turret is aimed properly.) Walking on uneven terrain still presents some problem but works for the most part. Something is telling me that the extra weight on the back is making it walk weirdly since the back always seems to be pulled down. I adjusted the position of the front legs slightly and fixed the foot groups and everything seems to work alright now. Test and tell me what you think!
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Sun Feb 01, 2009 10:30 am |
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Spartan M43
Joined: Sat Jan 24, 2009 12:16 am Posts: 76 Location: Define: location.....
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Re: Tachikoma Revival
i was watching a anime video and i saw these in it so i was about to put in a request before i saw this, cant wait untill this is done!
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Sun Feb 01, 2009 6:39 pm |
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sushi jones
Joined: Mon Aug 25, 2008 1:18 am Posts: 10
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Re: Tachikoma Revival
Tested it, and the walking seems alright, but when damaged it has a tendency to cartwheel around the scene from the lightest taps, and... become invisible. That second part we might be able to write off as a feature, though, seeing as the tachikomas do it in GitS on a regular basis.
I'll poke through the code when I have some time, but just guessing, I'd say the first problem is due to low mass, and the disappearing seems to be something to do with which part is designated the turret, and some of the sprites not being reversed. [I can't remember the code for this, but it's what flips the sprite when the actor is facing left. Like I said, I'll debug it when I get the chance.]
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Mon Feb 02, 2009 5:30 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: Tachikoma Revival
The part where it disappears is because it has no gibs. The Tachikoma itself is very weak and should be toughened up but right now i think the most important part is to get it working properly.
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Mon Feb 02, 2009 11:18 pm |
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