Animation Progress Update 2: Alrighty, worked further on the animations, I'm not entirely sure if the game would work with this so I've kept a lot of seperate versions depending on if the game allows the Peewee to fire even with the moving arms. (Basically if aiming takes charge over animation.)
Doubt it, those things are a mess More to the point though, I don't know the format for animation .papa files, nor do I know if the static frame based approach to animation that those bos files mostly take (for the more complex animations such as walking) will translate well.
Please don't make it sway side-to-side when it walks, that totally ruins the feel of the Peewee in my mind Just look at the animations from TA! It's so mechanical, so robotic, so stiff, I like that.
I'm... Pretty sure it swayed in Total Annihilation actually... Though in case it didn't, I have both a version where only legs move, only legs and arms, and all together.
Just 3D0, unless S3O happens to be compatible (but I doubt it). I recall it being pretty rigid. I'll check the bos script tonight to see if there is any torso movement.
Progress Update #2 Lots more work on Blueprint generation. Various aircraft behaviours are still incorrect: New units : ARM Peeper, ARM Avenger, ARM Thunder, ARM Atlas Edit: T1 CORE Vehicles took no time at all: CORE Weasel, CORE Raider, CORE Instigator, CORE Slasher Edit 2: ... and most of T2 CORE Vehicles: CORE Crock, CORE Reaper, CORE Pillager, CORE Goliath, CORE Informer Up next: Remaining T2 CORE Vehicles, T2 CORE Kbots
Yay, I just can't wait to work on all those Kbots... Also I had a little question Raevn, how exactly are you handling team colors with this?
Some vehicles have animations too. Plus most buildings The textures come in three parts, I build them according to this: https://forums.uberent.com/threads/reference-models-textures.48081/ For the team colours, it's the Red (primary) and Green (secondary) channels of the Mask texture, multiplied by the greyscale in the diffuse texture.
The peewee's model is a little shorter than the vanilla PA's commander, I find this quite funny. @raevn, are we going to re-size all of the units at some point?
So @raevn , any idea when I'll receive other units to do animations on, or is the reason you haven't so far is because we haven't actually been able to get anything through?
It's also only a little shorter than the TA commander - TA never had a large disparity between units (except for the Krogoth). No immediate plans to re-size, but since they are auto-generated it wouldn't be much effort to do so. Would it cause issues with animations? Pretty much that reason. It may just be a waste of time working on it until we find a process that works :S
Alrighty, it should cause no problems with animation, I'll just need to rezise the bones as well as the mesh, and that's what I thought, such a pain to get models into the game..
How did I not know this existed? Those screen shots of the TA units in PA... So many memories. I'd forgotten how much better the ARM looked than the CORE, guess we rebellious types just have more style You guys are amazing, keep doing what you're doing.