[WIP] Total (automated) Annihilation

Discussion in 'Work-In-Progress Mods' started by Raevn, June 19, 2013.

  1. squishypon3

    squishypon3 Post Master General

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    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.)
  2. GoogleFrog

    GoogleFrog Active Member

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    It might be faster to read the walk animations from the bos script.
  3. Raevn

    Raevn Moderator Alumni

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    Doubt it, those things are a mess :p

    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.
  4. Bhaal

    Bhaal Active Member

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    Wouldnt it be nice to port Zero-K to PA ?
  5. Jaedrik

    Jaedrik Active Member

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    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.
  6. squishypon3

    squishypon3 Post Master General

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    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.
  7. stuart98

    stuart98 Post Master General

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    Raevn, does your converter only take TA 3DO files or also Spring S3O files?
  8. Raevn

    Raevn Moderator Alumni

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    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.
  9. cptconundrum

    cptconundrum Post Master General

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    It seems to rotate the torso a little as it walks but it has no motion on the axis you're using.
  10. Jaedrik

    Jaedrik Active Member

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    OHHH, I see, it's doing the twist, I see.
  11. Raevn

    Raevn Moderator Alumni

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    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
      upload_2014-7-1_14-50-54.png
    • Edit: T1 CORE Vehicles took no time at all: CORE Weasel, CORE Raider, CORE Instigator, CORE Slasher
      upload_2014-7-1_15-18-22.png
    • Edit 2: ... and most of T2 CORE Vehicles: CORE Crock, CORE Reaper, CORE Pillager, CORE Goliath, CORE Informer
      upload_2014-7-1_16-20-46.png

    Up next: Remaining T2 CORE Vehicles, T2 CORE Kbots
    Last edited: July 1, 2014
    dukyduke, elwyn, Fr33Lancer and 3 others like this.
  12. squishypon3

    squishypon3 Post Master General

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    Yay, I just can't wait to work on all those Kbots... :p

    Also I had a little question Raevn, how exactly are you handling team colors with this?
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  13. Raevn

    Raevn Moderator Alumni

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    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.
  14. Xagar

    Xagar Active Member

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    Gols are so sexy. Vanguards are pretty good too actually. Mavs and Zeese next plx
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  15. squishypon3

    squishypon3 Post Master General

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    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?
  16. squishypon3

    squishypon3 Post Master General

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    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?
  17. Raevn

    Raevn Moderator Alumni

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    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
  18. squishypon3

    squishypon3 Post Master General

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    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.. :p
  19. lapsedpacifist

    lapsedpacifist Post Master General

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    :eek::eek::eek::eek::eek::eek::eek::eek::eek::eek::eek::eek:
    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.
  20. stuart98

    stuart98 Post Master General

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    :\

    AK is love. AK is life.





    :confused:

    I don't even know.
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