Thanks Preach!
#1126 posted by Skiffy on 2016/01/22 13:27:14
I knew I was going to have to get around to installing the python tools at one point...
Now my question Mankrip about framegroups... does it only really help at the end of the file or if I start adding them in the beginning and it somehow encapsulates them making each index add to the count instead of the actual frames? What is the theoretical limit? :)
Skiffy
#1127 posted by aDaya on 2016/01/22 17:17:19
I wanted the edges to be rough like that.
Although yeah I could rework on the overall light, to be on top.
#1128 posted by mankrip on 2016/01/23 01:42:34
Daya: That BFG 9500 looks really good for Quake, it just needs some weathering.
Skiffy: If you group the first scenes, you'll have to modify the QC code, and that means making your models incompatible with everything but your own mod.
Let's say you have a model with these frames�
0 base
1 idle
2 idle
3 idle
4 walk
5 walk
6 walk
� and then you group the "idle" animation:
0 base
1 idle(1,2,3)
2 walk
3 walk
4 walk
See how the indexes of the "walk" animation were affected by the grouping of previous frames.
#1129 posted by necros on 2016/01/23 03:39:13
only thing with frame groups walk and run anims: stock models have different movement per frame. this is accounted for in the code, but with frame groups, you do not know what frame you are on because to the code, it's all the same frame index. you would need to redo the animation so that the movement is constant on all frames.
#1130 posted by mankrip on 2016/01/23 04:08:16
Framegroups do support individual timing for each subframe.
I Think I Get It.
#1131 posted by Skiffy on 2016/01/23 04:09:30
So if I understand this correctly I could have 255 frame groups for some crazy reason? Its not a 255 frame limit but index limit. But if you dont group frames then they each take an index... so to speak.
Daya I do look forward to having this in Quake though :)
Here is another take from the one mode that added all the quake2 weapons to quake 3.
http://www.wireheadstudios.org/album/album35/strogbfg_shots.sized.jpg
Frame Rate Changes?
#1132 posted by Skiffy on 2016/01/23 04:11:03
Amusing... I thought quake1 ran at 10fps logic all the time. Then again I think the minotaur in Arcane has some at a higher framerate?
#1133 posted by necros on 2016/01/23 04:30:42
the individual timing thing doesn't work. also, timing isn't the issue, it's distance.
Necros
#1134 posted by mankrip on 2016/01/23 08:01:06
Individual timing does work. But IIRC, maybe not in GLQuake.
PS: Confirmed, it's a GLQuake-only bug. All hail software rendering!
http://celephais.net/board/view_thread.php?id=60097&start=179&end=179
#1135 posted by mankrip on 2016/01/23 08:06:25
And here's the proof that it does work in WinQuake. See the function R_AliasSetupFrame:
https://github.com/id-Software/Quake/blob/master/WinQuake/r_alias.c
#1136 posted by Skiffy on 2016/01/23 12:52:13
Hmm so now I just need to make a model that uses a zillion frames and work with a programming on this form crazy enough to do it with me? Shub Niggurath proper boss fight anyone? :)
Dont let her just sit in a pool of lava waiting to be tellefragged. Have her take off and hover and fly around after a certain amount of damage coming after the player with all manner of evil spells.
IMO I think you should animate it so you can use it to replace the current model. You can always add extra frames at the end anyway which will be ignored by standard quake.
Was The Plan Fifth :)
#1138 posted by Skiffy on 2016/01/23 13:49:47
Any future models I would add additional features on the back end for any intrepid programmer to tinker with if they are up for it. I plan to add at least 1 new range attack and death for the shambler after his first release. Some sort of AOE lighting sphere channel attack is what I have in mind.
Alt Shambles
#1139 posted by sock on 2016/01/23 14:24:15
Any future models I would add additional features on the back end for any intrepid programmer to tinker with
If you want I can add the new Shambler model to AD with alternative channel attack. Please don't listen to anyone about framegroups, they are freakin nightmare to get right in QC.
Things to consider with your model, add idle animations (checking hands, looking around etc), alternative death animations, maybe a stomp to the ground attack (could be cool for a stomp+lightning combo) Any new stuff you add, let people know the movement speed you animated at, it will make implementing the QC easier.
Also if you have time, update the horrible head gib model, that is so damn ugly it makes me cringe when I see it in game. Any extra gib models (claws+feet) are always welcome! :P
#1140 posted by adib on 2016/01/23 14:54:44
In ad-obd I saw a shambler foot gib that reminded me the cyberdemon, and it felt great.
Tried To Add Some Dirt And Emphasis On Some Parts
#1141 posted by aDaya on 2016/01/23 17:47:26
Advanced Usage Of Qmdl In Python
#1142 posted by Preach on 2016/01/23 18:54:20
Since the topic came up, the group_frames function in qmdl does support an optional 4th parameter called duration, which defaults to 0.1 if not set. This sets the duration of frames in the framegroup. Because of the GLQuake bug that prevents per-frame setting of the value in most engines, the function only takes a single value and applies it to all frames. You could write your own code to set individual values if you desired but I wouldn't recommend it.
#1143 posted by mankrip on 2016/01/23 19:16:37
Avoid mixing blue tones with gray, that's very hard to get it looking really good in the software renderer.
Try to use similar hues for both the base image and the weathering, only drastically switching hues on neighbouring pixels that have the same brightness, to smooth out the transition.
Grayscale tones are difficult to mix with other colors. They mix better with more desaturated colors.
Sock Yea Sure!
#1144 posted by Skiffy on 2016/01/23 19:19:24
That would be a nice debut for this guy I think in Arcane Dimension. I just finished his original animation set so now I can look into adding some new one. Check it out!
https://youtu.be/OemMkCeTB6Y
New Idle and death for sure! AOE Stomping lighting attack would be murder.
Speaking of lighting... Its one of the things I would love to redo. Longer more varied chunks because the default tiles like crazy and does not give me the electric vibe.
Skiffy
that looks absolutely incredible!! Cannot wait for this badboy!
It Does Look Incredibly Good And Faithful To The Original
#1146 posted by mankrip on 2016/01/23 19:46:51
Buttock Wiggle Animation Please
#1147 posted by Spirit on 2016/01/23 20:02:22
Https://youtu.be/l3fZuW-aJsg
#1148 posted by mankrip on 2016/01/23 20:28:08
Oh My God Do I Try
#1149 posted by aDaya on 2016/01/23 20:34:27
this time trying to put more rust, bonus point for software rendering (I don't like that because it stings the eyes, but some people do so eh)
http://image.noelshack.com/fichiers/2016/03/1453577612-wip4-bfg9500.png
Idle Shambler Claws
#1150 posted by sock on 2016/01/23 21:25:22
That would be a nice debut for this guy I think in Arcane Dimension. I just finished his original animation set so now I can look into adding some new one
I would recommend 2 idles, something with claws as they are obvious to see from a distance. Also as the Shambler has no neck, turning would not be obvious to see. 3 channeling lightning animations (start/looped/stop), a single foot stop (shockwave effect, lift all around up into the air unless jumping) and 1 extra death animation.
I would suggest any new features be on a shambler with a new skin (always best to keep the original behaviour) and to keep the HP exactly the same with GL/RL resist as before. If you want this as part of AD then then let me know as it could be added as a patch easily.
Longer more varied chunks because the default tiles like crazy
The lightning bolts are hard coded to the engine lightning effect. If you want more variety of bolts then its needs new QC to calculate the length, draw the segments and then fade them. It could be easily added as this is what I am doing with the AD fire wraith.
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