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#361 Maximan

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Posted 19 December 2017 - 06:54 PM

I would love that man, I tried it once but it just kept acting weirdly the first time I added the old code back.



#362 NewErr

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Posted 19 December 2017 - 07:43 PM

That's weird, I so thought about that this morning, lol.



#363 Miraak5

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Posted 19 December 2017 - 07:49 PM

for fellbeast replace their anim block with this one: (dont worry swoop anim still work i only change dying anim and the moving anim for the "plane" promo/trailer style) 

    IdleAnimationState
            StateName = Idle
            Animation = IDLA
                AnimationName = CUFellBst_SKL.CUFellBst_HVRA
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.95 1.05
            End
        End

        AnimationState = RUBBLE 
            Animation = RubbleDieF
                AnimationName = CUFellBst_SKL.CUFellBst_DIEO
                AnimationMode = ONCE
                AnimationBlendTime = 8
            End
        End    

        AnimationState = DYING
            Animation = DyingA
                AnimationName = CUFellBst_SKL.CUFellBst_DIEN
                AnimationMode = ONCE
                AnimationBlendTime = 3
                AnimationSpeedFactorRange = 1.0 1.5
            End
            StateName = DYING
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Idle"       then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Moving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "decelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Accelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Climbing"  then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Diving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "backup"   then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Claw"     then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Grab"     then CurDrawableSetTransitionAnimState("Trans_Dying") return end
            EndScript
        End    

        TransitionState = Trans_Dying
            Animation = Transition
                AnimationName = CUFellBst_SKL.CUFellBst_DIEM
                AnimationMode = ONCE
                AnimationBlendTime = 5
            End  
        End 

        AnimationState  STUNNED SPECIAL_DAMAGED
            StateName =  STUNNED
            Animation = HitA
                AnimationName = CUFellBst_SKL.CUFellBst_HITA
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End
        AnimationState  STUNNED
            StateName =  STUNNED
            Animation = HitA
                AnimationName = CUFellBst_SKL.CUFellBst_ATKH
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End


         AnimationState    = BACKING_UP
               StateName = backup
               Animation = IDLA
                   AnimationName = CUFellBst_SKL.CUFellBst_HVRA
                   AnimationMode = LOOP
                   AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.95 1.05
               End
           End
   
           AnimationState = DIVING
               StateName = Diving
               Animation = Diving
                   AnimationName = CUFellBst_SKL.CUFellBst_ATKD
                   AnimationMode = LOOP
                   AnimationBlendTime = 10
                 AnimationSpeedFactorRange = 0.95 1.05
              End
           End

        AnimationState = ABOUT_TO_HIT ; clawing
            StateName = Claw
            Animation = Claw
                AnimationName = CUFellBst_SKL.CUFellBst_ATKD
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
              BeginScript
                  if CurDrawableIsCurrentTargetKindof("GRAB_AND_DROP") 
                then
                    CurDrawableSetTransitionAnimState("Trans_Begin_Attacking")
            EndScript

        End

        TransitionState = Trans_Begin_Attacking 
            Animation = Grab
                AnimationName = CUFellBst_SKL.CUFellBst_GRBA
                AnimationMode = ONCE
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.4 0.4
            End
        End

        AnimationState = SPECIAL_WEAPON_TWO                    ; Screech
            Animation
                AnimationName        = CUFellBst_SKL.CUFellBst_ATKA
                AnimationMode        = ONCE
                AnimationBlendTime    = 20
            End
            FXEvent                = Frame:30 Name:FX_FearBlast
        End


        ;--- HARD FLAPPING ------------------------
        AnimationState = CLIMBING
            StateName = Climbing
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_HVRB
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 1.5 1.55
            End
        End

;        AnimationState = FREEFALL                ;freefall break crashing death style !
;            StateName = Freefall
;            Animation = Moving
;                AnimationName = CUFellBst_SKL.CUFellBst_IDLA
;                AnimationMode = LOOP
;                AnimationBlendTime = 10
;            End
;        End

        AnimationState = MOVING SPECIAL_WEAPON_ONE
            StateName = Moving
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_ATKB
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
              BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End
    
        AnimationState = ACCELERATE
            StateName = Accelerate
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
            BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End

        AnimationState = DECELERATE
            StateName = decelerate
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_HVRC
                AnimationMode = LOOP_BACKWARDS
                AnimationBlendTime = 10
            End
        End

        AnimationState = MOVING
            StateName = Moving
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_IDLA ;CUFellBst_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.9 1.1
            End
;              BeginScript
;                 Prev = CurDrawablePrevAnimationState()
;                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
;                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
;             EndScript
        End

        TransitionState = Trans_Begin_Moving
               Animation = Transition
                   AnimationName = CUFellBst_SKL.CUFellBst_HVRC
                   AnimationMode = ONCE
                   AnimationBlendTime = 6
               End  
           End
    End

next u need to: 

remove the two slow death behaviour

and replace

the giant bird slow death behaviour with this

    Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
        DeathTypes            = ALL
        SinkDelay            = 10000
        SinkRate            = 1.0
        DestructionDelay        = 20000
        Sound                = INITIAL FellBeastDie
        Weapon                = HIT_GROUND GondorTrebuchetRockWarhead
        FX                = HIT_GROUND FX_TrebuchetImpactHit
        Sound                = HIT_GROUND FellBeastDieImpact
        CrashAvoidKindOfs        = STRUCTURE
        CrashAvoidRadius        = 800
        CrashAvoidStrength        = 0.2
        NeedToMaintainFlailingHeight    = No
        ;EjectRiderIfApplicable        = Yes //No
        ;RiderSubObjects        = NAZGUL_SKN WITCHKING2
    End

for eagle replace their anim block with this one:

        IdleAnimationState
            StateName = Idle
            Animation           = FlyB
                AnimationName     = GUGwaihir_HVRA
                AnimationMode     = LOOP
                AnimationBlendTime = 10
                
            End
        End



        AnimationState  STUNNED SPECIAL_DAMAGED
            StateName =  STUNNED
            Animation = HitB
                AnimationName = GUGwaihir_HITB
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End
        AnimationState  STUNNED
            Animation = HitB
                AnimationName = GUGwaihir_HITA
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End


         AnimationState    = BACKING_UP
               StateName = backup
               Animation = FlyB
                   AnimationName = GUGwaihir_FLYB
                   AnimationMode = LOOP
                   AnimationBlendTime = 9
               End
           End

           AnimationState = DIVING
               StateName = Diving
               Animation = DiveA
                   AnimationName = GUGwaihir_DIVA
                   AnimationMode = LOOP
                   AnimationBlendTime = 9
               End
           End

        AnimationState = ABOUT_TO_HIT                                ; clawing
            StateName = Claw
            Animation = Claw
                AnimationName = GUGwaihir_ATKB
                AnimationMode = LOOP
                AnimationBlendTime = 9
            End
        End

        ;--- HARD FLAPPING ------------------------
        AnimationState = CLIMBING
            StateName = Climbing
            Animation = FlyB(climb)
                AnimationName = GUGwaihir_FLYB
                AnimationMode = LOOP
                AnimationBlendTime = 9
                AnimationSpeedFactorRange = 1.5 1.55
            End
        End
       ; AnimationState = FREEFALL                    ;freefall break crashing death style !
         ;   StateName = Freefall
         ;   Animation = Freefall(ilde)
           ;     AnimationName = GUGwaihir_IDLA
            ;    AnimationMode = LOOP
            ;    AnimationBlendTime = 9
            ;    AnimationSpeedFactorRange = 0.7 0.75
          ;  End
       ; End
    

        AnimationState = ACCELERATE
            StateName = Accelerate
            Animation = Moving
                AnimationName = GUGwaihir_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
            BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End

        AnimationState = DECELERATE
            StateName = decelerate
            Animation = Moving
                AnimationName = GUGwaihir_HVRC
                AnimationMode = LOOP_BACKWARDS
                AnimationBlendTime = 7
            End
        End        

        AnimationState = MOVING
            StateName = Moving
            Animation           = FLYA
                AnimationName     = GUGwaihir_IDLA ;GUGwaihir_FLYA
                AnimationMode     = LOOP
                AnimationBlendTime  = 12
                AnimationSpeedFactorRange = 0.9 1.1
            End
            ; BeginScript
                 ; Prev = CurDrawablePrevAnimationState()
                 ; if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             ; EndScript
        End
           TransitionState = Trans_Begin_Moving
               Animation = Transition
                   AnimationName = GUGwaihir_HVRC
                   AnimationMode = ONCE
                   AnimationBlendTime = 4
               End  
           End            

        AnimationState = RUBBLE
            Animation = RubbleDieF
                AnimationName = GUGwaihir_DIEF
                AnimationMode = ONCE
                AnimationBlendTime = 8
            End
        End    

    TransitionState = Trans_Dying
            Animation = Transition
                AnimationName = GUGwaihir_DIED
                AnimationMode = ONCE
                AnimationBlendTime = 3
            End  
        End            

        AnimationState = DYING DEATH_1
            StateName = DYING
            Animation = DyingA
                AnimationName = GUGwaihir_DIEE
                AnimationMode = ONCE
                AnimationBlendTime = 4
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Moving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Freefall"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Diving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "backup"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "STUNNED"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Claw"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
            EndScript
    End

        AnimationState = DYING DEATH_2
            StateName = DYING
            Animation = DyingA
                AnimationName = GUGwaihir_HVRA
                AnimationMode = ONCE
                AnimationBlendTime = 9
            End
    End




    End

next u need to: 

remove the two slow death behaviour


and replace the giant bird slow death behaviour with this:


    Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
        DeathTypes = ALL 
        SinkDelay = 15000 
        SinkRate = 1.0     ; in Dist/Sec
        DestructionDelay = 20000        
        Sound    = INITIAL EagleVoiceDie            ;FellBeastDie
        Weapon    = HIT_GROUND GondorTrebuchetRockWarhead
        ; FX = INITIAL FX_FellBeastSpell
        FX = HIT_GROUND FX_TrebuchetImpactHit
        Sound    = HIT_GROUND FellBeastDieImpact
        CrashAvoidKindOfs = STRUCTURE
        CrashAvoidRadius  = 800
        CrashAvoidStrength = 0.2
        NeedToMaintainFlailingHeight = No
        ;EjectRiderIfApplicable = Yes //No
        ;RiderSubObjects = NAZGUL_SKN WITCHKING2
    DeathFlags = DEATH_1
    End 

u also need to add GIANT_BIRD to the kindof of the fellbeast and eagle 

and done :)


Edited by Miraak5, 20 December 2017 - 03:14 PM.

He was the first...


#364 NewErr

NewErr

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Posted 19 December 2017 - 08:08 PM

Uhm.. Mind if I use this also? :p



#365 Miraak5

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Posted 19 December 2017 - 08:24 PM

u can :) but if it's for bfme2 u need to take these 3 anims from bfme1 (EA keep eagle anims in bfme2 W3D but not fellbeast one) 

cufellbst_diem, cufellbst_dien and cufellbst_dieo


Edited by Miraak5, 19 December 2017 - 08:26 PM.

He was the first...


#366 Miraak5

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Posted 20 December 2017 - 09:08 PM

Do you will add the orc pikeman ? I know they were pre e3 but their model are still ingame and work with uruk pikeman anims
The model might just need little rework

He was the first...


#367 Maximan

Maximan

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Posted 21 December 2017 - 01:09 PM

Maybe, not sure yet, since I feel like Mordor might be too strong, with a large spam of orcs and some pikemen.



#368 Miraak5

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Posted 22 December 2017 - 07:26 PM

yeah maybe

if u add them they should not be free

 

 

 

PS: so did the code worked ? i hope so :)


Edited by Miraak5, 22 December 2017 - 07:28 PM.

He was the first...


#369 Miraak5

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Posted 25 December 2017 - 05:34 PM

hum this is intresting http://uniconsubpagebfme.blogspot.fr/


He was the first...


#370 Maximan

Maximan

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Posted 25 December 2017 - 09:41 PM

Thanks for that, I might use some of these



#371 Before

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Posted 26 December 2017 - 09:23 PM

Trying out now! Hopefully it works as expected :))



#372 Maximan

Maximan

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Posted 31 May 2018 - 03:12 PM

Updated Uruk-Hai model

Spoiler

 

This one has less polygons than the original uruk model too.


Edited by Maximan, 31 May 2018 - 03:29 PM.


#373 Miraak5

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Posted 10 June 2018 - 04:32 PM

nice all he need is an hd texture and he will be ready to eat mens !


He was the first...





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