5 - 15MB really isn't that big... And the unit broke when we were still using PA's version (for some reason?) Also, the T2 bomber model is not present in the stable build, I also THINK the AA bot folder may not have been there any longer on the PTE build which was when the mod was originally made- so yeah.
with the first tank i created and had rigged when i tryed it out ingame it was very larg and upside down then the 2nt tank was just plain messed up :/ when are you going to rig the M4 B-17 and AA tank squishypon3? D:
In terms of stuff breaking with updates, I find its better to redo them. This way you don't miss out on any animations or effects. As for models being removed, that seems a little odd. Uber have had a long track record for keeping irrelevant files (unit cannon, hover tank, ect..).
I didn't have time to finish them last night; some don't follow the standard bone naming convention so I needed to go through them to see what changes needed to be made to the model converter to accommodate them. I'm not experienced with animation; is it a problem if models change later (as long as the bone names/positions/hierarchy stay the same)? I expect some small changes to the models to occur in the future (eg., removal of the baseplate polygon, changes to normals and removal of duplicate verticies).
Oh no, there should be no problem. If you remove a part rigged to a bone those parts simply won't be animated (Because they no longer exist obviously) the other parts that are still rigged will follow the animations however. As long as you don't mess with the bones, animation should work fine. Edit: Also the only reason I ask is because I have limited internet, it'll be down in about 3 hours...
Progress Update #1 Decided I'd do progress updates as I work on things, since I won't be able to release the mod until larger server mods are allowed (the full mod is currently ~40MB). Here's what's been worked on since I last posted: Added support for laser weapons (Red, Yellow, Green & Blue) Added a model for the plasma shell (TA used a bitmap, not a 3D model) Re-wrote the weapon blueprint generation system - it used to create shared weapon blueprints (one for each TA weapon, with weapons being shared between multiple units), but there are per-unit parameters stored there too (such as turret turn rate), so it now creates a unique one for each weapon on each unit. Units now have their own individual turret pitch/yaw rates. @squishypon3 has volunteered to assist in the creation of animations, which he is busily working on New units : ARM Jethro, ARM Peewee, ARM Hammer Edit: Choose your own development - what units should I work on next? Specify: Tier (T1, T2) Side (ARM, CORE) Type (Structure, Kbot, Vehicle, Air, Naval, etc)
Oh yeah... Eh, A lot simpler than a walk cycle! (Btw I improved the peewee walk cycle animation, looks a lot more smooth and realistic. )
T2 Core Kbots Mfw Krogath Edit: Oh no, I just realized I have to do the animations for all of the factories as well! Ah well.. time to suck it up and power through it.
Right but Krogoth sux dix cuz even half as many slashers/samsons as it costs to make that thing take it down EZ PZ
T1 Core Vehicles BTW, are you pulling the stats from Broken Annihilation or a balance mod like Ground Control? If the former...
Hey guys, just wanted to show what I've done so far, Peewee, yay! -Slower walking animation, a bit more fitting I guess. -My second attempt (I made a first I didn't put here because I really wasn't satisfied, the one above is third) Trophy said this kinda' looked like a strut, idk. So, which is better? xP Edit: Remember, these guys will loop in game, not suddenly stop. Just use a youtube repeat thing if you want to see I suppose.
The second one you show us looks a bit unnatural, looks like the bot has its legs in extension. But a bot is not meant to look natural / human, so I don't know. Still prefer the first one