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#81 Ridder Geel

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Posted 12 April 2015 - 01:02 AM

1 - Checked the animation code? :p

2 - Maybe its the weapon range? (crush weapon) not sure though :p Maybe check the mumakil? it tends to take up a lot of space :p

3 - Test if u give him a arrow shooting weapon (bow) where the arrow spawns, might actually be spawning at the wrong bone or something...

4 - You sure he uses walk? Most units use moving if im not mistaken :p


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#82 Nazgûl

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Posted 12 April 2015 - 01:15 AM

@MTL: New audio is always welcome =)

I'm still using Google as repo, until I figure out how to operate Revora repo... I uploaded the Stone Giants ;)

 

@RG... You still have access to SEEs repo? Perhaps you could have a look at the codes. I fell stuck atm =/

1) Not sure where to begin here... It's not a problems of anims, but how to set up the OCL. But I'll try again tomorrow...

 

2) The dwarven wagon for instace, is knocking trees down by the number, despite being so small... I compare codes, but I don't get what's wrong.

 

3) It's a copy of Treebeard's rock throw, and it works. It's just related to the scaling of the model. I had the same problem with the scaled mumakil. The Archer's arrows are being released WAY above their heads...

 

4) I didn't change anything, but slow the turning anims down. That made the model freeze the turning anims. Turning in large arcs, while walking, works though. It's just the turning anims that are fugged atm. 


Edited by Nazgûl, 12 April 2015 - 01:19 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#83 Irenë Hawnetyne

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Posted 12 April 2015 - 07:08 AM

Sick models. Can't help with coding, that's not so much my thing, but if I was to say anything, you might try using normal maps on the giants? It's not great for everything in game, but for rocks normal maps look pwetty.


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#84 Nazgûl

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Posted 12 April 2015 - 09:57 AM

Thanks Irene... I'll consider that =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#85 Mathijs

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Posted 12 April 2015 - 09:59 AM

Got to make them really subtle though. 

 

The models look fantastic.


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#86 Nazgûl

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Posted 12 April 2015 - 10:14 AM

Thanks Mathijs =)

Maybe I should move these coding questions out in the open forums, for more exposure... 


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#87 Ridder Geel

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Posted 12 April 2015 - 11:05 AM

Well it's not like many others would answer them though out there :xd:

But sure you could do that, and yea I think I still got access to the repo :p


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#88 Bofur

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Posted 12 April 2015 - 11:24 AM

I must say, the GitHub way seems far better than SVN now I've transferred, it's really helpful for tracking changes.


left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#89 Nazgûl

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Posted 12 April 2015 - 11:36 AM

OffTopic: yeah but Git doesn't allow more than 1 Gb...


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#90 Bofur

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Posted 12 April 2015 - 11:40 AM

Yeah, I forgot that :/ Oh well...


left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#91 Nazgûl

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Posted 12 April 2015 - 01:18 PM

Okay, this is where I ended up with this...

 

1) Fail. Changing OCL spawn from "popup" to ent grow anims.... Too hard coded for me.

 

2) Fail. Should be simple, but I give up. I just can't get he friggin giants to knock down trees, no matter what I do. The normal giants can, and these can't. The "only" difference is that they use ent anims. Otherwise they are based on normal giant codes... A friggin mystery as I find it hard to beleive that a set of anims can change crush ability?

 

3) Fail. Have no idea why this is happening. It id defenitely related to the scaling of the model in the codes and something happens with the passenger bone that releases the projeticle (rock). Despite that the geometry is scaled the same way, the rock is spawned like 20 yards above the giant...

 

4) Solved by changing from "Distance 100" to "AnimationSpeedFactorRange 0.5 0.5" instead. The giants now turn slowly without freezzing the anims.


Edited by Nazgûl, 12 April 2015 - 01:21 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#92 Ridder Geel

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Posted 13 April 2015 - 07:20 AM

Hm, well as we discussed via PM, I'll take a look at it after the Ridder Clan Mod release :p (Or if I manage to find time before that ;) )


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#93 Nazgûl

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Posted 13 April 2015 - 09:07 AM

That sounds gret RG ^^ I'll move on to other things in the mean time. I made notes on these items in the ToDo list for this faction =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#94 Giveaway412

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Posted 27 January 2020 - 03:55 PM

Are there any up to date pictures of this unit? I'm curious to see what the model looks like but all the pictures in the thread are broken.






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