The Dummy Behemoth...is Released! Ignore this thread!
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: My newest WIP...The Dummy Behemoth.
Make the BG limbs darker
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Thu Jul 02, 2009 7:40 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
Thunder Toes wrote: Make the BG limbs darker That's something I see on all the vanilla actors, and what you're "supposed" to do I imagine. I'm debating it though, because when it comes to things this big I think it's important to keep the detail that you can do with cutting on smaller actors. We'll see how it turns out.
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Thu Jul 02, 2009 7:54 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
Sorry for the double post, but I have come a good ways along with this bad boy. I've resized the original shoulders to be WTF size, so hopefully they look alright, because I've already made the arm animations. I also modified a dropship jetpack which is attached to the back, and also added a backing to the chestplate attachable to give him more form. Unfortunately I can't seem to get the arm/hand offsets right. The arm won't extend at all, no matter how long the max length is for the hand. The hand just floats in front with the arm scrunched in its first frame. Anyway, here's a mockup GIF of all extensions of the arm, plus what I plan to do for the rocket fist attack: If anyone can help with the arm/hand offsets let me know. I've resorted to installing a new copy of CC and stripping it of everything but base.rte to just run the Actor Viewer to try to fix it. Still wonky. Oh, and don't comment on the legs. I'll be doing their animations soon as well as recoloring them to look less dark and "scrappy" so they match the more clean look of the top half of the body.
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Fri Jul 03, 2009 3:54 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: My newest WIP...The Dummy Behemoth.
The animation wouldn't prevent you from aiming elsewhere, would it? Other than that, I can wait to shout "ROCKET PUNCH!!!!" and blast dropships off the map.
Off-topic but sort of on-topic: I wonder why the Dummy controller name its stuff Dreadnought, Destroyer Cannon, Annihilator, (Behemoth), instead of XT-2018GT05 or D-800 Derminators.
That's some taste, for a machine.
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Fri Jul 03, 2009 4:13 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: My newest WIP...The Dummy Behemoth.
Jeez, LFOW. Those legs loo--.
Kidding <3
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Fri Jul 03, 2009 4:13 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote: rocket fist gif lolololol OK. Just came in my pants. Eagerly waiting for the mod contest to finish. By the way, the animation looks pretty cool. I know what you mean by the arm scrunching up, but it kind of gives the effect of the hand starting to turn for position and retracting a bit before launching.
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Fri Jul 03, 2009 4:15 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: My newest WIP...The Dummy Behemoth.
Ragdollmaster wrote: OK. Just came in my pants. ... o_õ Charming, really. Anyway, and somewhat more importantly. FALCON, PUNNNNNNNNNNNNNNNNCH!
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Fri Jul 03, 2009 4:17 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
Ragdollmaster wrote: LowestFormOfWit wrote: rocket fist gif lolololol OK. Just came in my pants. Eagerly waiting for the mod contest to finish. By the way, the animation looks pretty cool. I know what you mean by the arm scrunching up, but it kind of gives the effect of the hand starting to turn for position and retracting a bit before launching. That animation is just hand made by me to show the arm extensions. It will just shoot when aimed like normally, probably using the last frame of extension. The problem I'm having right now is the arm will only extend properly if the hand stays where it would be on a normal sized arm, which on my Behemoth is right below the head. If I try to move it using Maxdistance, the arm scrunches and goofs up.
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Fri Jul 03, 2009 4:26 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote: Unfortunately I can't seem to get the arm/hand offsets right. The arm won't extend at all, no matter how long the max length is for the hand. The hand just floats in front with the arm scrunched in its first frame.
Maxdistance? I think you're confusing it with Maxlength... The max length musn't be longer than the arm sprite's max length, otherwise that error happens. Try it with a zombie copy, make the length 90 or something... You'll see the same problem. Don't forget to toy with the joints on the arm. And also, for the rocketpunch stuff, I think your idea of making it have invis hands would be the best yet. But, you'd have to make the sprite for every weapon he can use with his hand... otherwise you'd have floating weapons. Or just make him pre-equipped with your selection of interchangable cyborg hand weapons. Ooh, that brings the idea, ten-finger machineguns!
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Fri Jul 03, 2009 4:30 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
carriontrooper wrote: LowestFormOfWit wrote: Unfortunately I can't seem to get the arm/hand offsets right. The arm won't extend at all, no matter how long the max length is for the hand. The hand just floats in front with the arm scrunched in its first frame.
Maxdistance? I think you're confusing it with Maxlength... The max length musn't be longer than the arm sprite's max length, otherwise that error happens. Try it with a zombie copy, make the length 90 or something... You'll see the same problem. Don't forget to toy with the joints on the arm. And also, for the rocketpunch stuff, I think your idea of making it have invis hands would be the best yet. But, you'd have to make the sprite for every weapon he can use with his hand... otherwise you'd have floating weapons. Or just make him pre-equipped with your selection of interchangable cyborg hand weapons. Ooh, that brings the idea, ten-finger machineguns! Well I made the arm as a clone off a regular dummy arm. So the hand is still in the place that the dummy hand would be. The sprites for the arm extensions are 57 pixels at their max, but the game seems to think the arm is still only 15 long, hence why anything above that wonks out the hand. How do I change the length of the arm according to the game?
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Fri Jul 03, 2009 4:35 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: My newest WIP...The Dummy Behemoth.
Maxlength = x. I first stumbled across the function of this variable while making The Fury, because he's not just some resprite of the coalition... I actually had the arm longer by one or two pixels, and had to figure out where the hand goes the hard way.
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Fri Jul 03, 2009 4:50 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
carriontrooper wrote: Maxlength = x. I first stumbled across the function of this variable while making The Fury, because he's not just some resprite of the coalition... I actually had the arm longer by one or two pixels, and had to figure out where the hand goes the hard way. It can't be that simple. This is my actor's arm both 50 (what should work for my actors larger arm) and at 12 (the "correct" length for the Dummy arm I copied off of) : There's something I need to change to get the game to realize I'm using a larger arm.
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Fri Jul 03, 2009 5:00 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: My newest WIP...The Dummy Behemoth.
Ahh yeah, forgot the restin' position too. It's also got something to do with the jointoffsets of the gun he's holding too...
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Fri Jul 03, 2009 6:03 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: My newest WIP...The Dummy Behemoth.
Damn! That gif is sexy! But the pic with the ♥♥♥♥ up hands, not so much... >__> I really don't know what causes that... Try messing with IdleOffset on the arm, maybe that will change something...
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Fri Jul 03, 2009 6:16 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: My newest WIP...The Dummy Behemoth.
Looks awesome, but... Is it just going to have multiple hands in it's inventory? I'd just think that it would be attached by a piston or something.
I think you should use the hand you used on the rocket fist for the normal hand, it will make it look more brutish, promise me.
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Fri Jul 03, 2009 6:41 pm |
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