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 40k Warhound Titan - Inverse Legs 
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Joined: Wed Sep 09, 2009 5:16 pm
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Post 40k Warhound Titan - Inverse Legs
I'm new, and was inspired to make a warhound titan from 40k (http://www.fightingtigersofveda.com/apoc2v.jpg) by seeing a youtube video. however, I noticed the legs were weirdly jointed. Since there are effectively 2 pivot points (knees) on those legs, will it be possible to make it walk in CC?

Additionaly, Is it too massive to be worth having in CC?


Wed Sep 09, 2009 5:24 pm
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Post Re: 40k Warhound Titan - Inverse Legs
It would be just the same offsets and such, just different walkpaths.

Also, it would be awesome to have one in CC.


Wed Sep 09, 2009 7:11 pm
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Post Re: 40k Warhound Titan - Inverse Legs
Not necessarily. Bending is all defined via the sprite. If you want it to bend a certain way, just change the sprite and correct the SpriteOffsets.


Wed Sep 09, 2009 7:19 pm
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Post Re: 40k Warhound Titan - Inverse Legs
Duh102 wrote:
Not necessarily. Bending is all defined via the sprite. If you want it to bend a certain way, just change the sprite and correct the SpriteOffsets.


Listen to this man,

As long as your hip joint and foot, are in the same place as it would normally be in, there will be NO glitches, regardless of shape. If you need to have the feet in different places though, such as a longer gate or something, you *may* need to make a custom walkpath. Custom walk paths are a pain.

Assuming that you make it the same size of an existing actor, you will have NO problems. the trouble is, warhounds are HUGE, which means you could just as well make it out of a Huge actor mod of some kind, but that would require some major tweaking to make it unique. I tend to stay out of making actors for JUST that reason. people tend to like bigger actors for some reason, we had the dummy behemoth, the improved heavy dummy, we've had tanks, giant coalition, giant zombie, and some other giant robots, not to mention some heavy actors don't fit properly in bunker modules.

I strongly suggest you work on your sprites, and then post if you come into a glitch of some kind, and give specific reasons for the glitch, and explaining in detail what is wrong, requesting how to fix it. In all honestly, making the shape of the torso, and arms, of a warhound, will likely be the harder part.

And since your new, Welcome to DRL, Don't feed the trolls.


Wed Sep 09, 2009 9:48 pm
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Post Re: 40k Warhound Titan - Inverse Legs
Okay, I'm already drooling. I demand screenies! Or at least sprite samples... a toe or something.


Thu Sep 10, 2009 6:15 pm
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Post Re: 40k Warhound Titan - Inverse Legs
I shall sell my soul to the dark gods... wait, I already have.
In any case, if you make this... you shall be procclaimed the fifth Chaos god. The god of awesomeness.


Thu Sep 10, 2009 7:42 pm
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Post Re: 40k Warhound Titan - Inverse Legs
^bad idea. There's already too much competition in that domain. Maybe the re-incarnation of the Emperor. Or Yarrick.


Thu Sep 10, 2009 7:43 pm
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Post Re: 40k Warhound Titan - Inverse Legs
Yeah, just horizontally flip all your leg sprites. Done.


Thu Sep 10, 2009 11:01 pm
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Post Re: 40k Warhound Titan - Inverse Legs
Rawtoast wrote:
Yeah, just vertically flip all your leg sprites. Done.

"forward" in a leg sprite is actually up.


Fri Sep 11, 2009 12:06 am
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Post Re: 40k Warhound Titan - Inverse Legs
I tested it out by flipping a clone's legs way back in build 13 or something.
They trip around a lot, but it works.


Fri Sep 11, 2009 12:24 am
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Post Re: 40k Warhound Titan - Inverse Legs
ITT mostly people who dont understand how legs work in CC.
miles, i almost thought you fully understood something that time. then you said ♥♥♥♥ about walkpaths.
WALL OF TEXT INCOMING

miles was on the right track when he said "the hip and foot should be in the same place as they normally would", however this is only kinda true. making limb sprites involves a bit of thinking ahead. for an actor that big, you probably want about 8 or so leg frames. so, you create a frame that is the leg at its most extended and a frame that is the leg at its most contracted. it helps if the starting and ending positions are relatively aligned, but it doesnt really matter as long as you do it right (see: crab legs, they are sprited insanely but work fine).
from here, you need to figure out how far the foot should move from the hip joint each frame, by multiplying the pixels in between by the fraction of the animation they represent (ie 0/8 for the most contracted leg, 4/8 for kinda halfway there, and 8/8 for the finishing frame). now sprite the leg so that the point where the foot hits the leg is at that point each time.
you should end up with a smooth-ish animation of the leg extending. you can now set up the code so the jointoffset is where the hip joint is, the contractedoffset is where the foot joins the sprite in the most contracted frame (ie 000) and the extendedoffset is where the foot joins the sprite in the most extended frame (for this mini-tutorial, 007). if you have your foot set up correctly, you now have a working leg.


Fri Sep 11, 2009 3:03 am
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