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Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Wed Nov 18, 2009 10:52 pm Reply with quoteBack to top

It was advised to create a blog for this project so I thought I would start it with the intention of keeping it up to date when I can.

18/11/09
The team has begun creating Block outs for models, including player and weapon place holders. Thanks to are coder Espilon we are hoping to get it all in game within a few days so as to ensure we can use source as a decent platform for our Final Major Project (F.M.P) and hopefully as a continuing project in the future. The team is working well so far and I feel progress is moving at a very productive pace.

Things we need to do I the next few days include some sort of level block out so as to get an idea of what props we may need though this seems like a rather daunting task, also concepting needs to get going.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Thu Nov 19, 2009 1:39 am Reply with quoteBack to top

Ill follow on then

18/11/09 ...continued
After creating placeholders for the CZ75 and IMI Galil (Weapons) today its been a long stuggle to get them in game.

At the end of today i can confirm that the CZ75 model is in game and working with very WIP animations (albeit missing the textures due to an error on my part which should be rectified as of the next build 2moro morning). The Galil should also be in game 2moro morning in the same state as the CZ75.

Character placeholders are also in the process of being put in game. Coding these has thrown up some annoyances so bear with that. No doubt there will be more setbacks with this one.

Anyway by the end of tomorrow i hope that we will have a full set of placeholder weapons in game and finished for the Resistance Assault class, fully animated of course. Also hopefully some UI changes will be made.

Until then boys..

http://86.154.216.75/semisuccess.gif ..lol so close

ciao
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ogg the logg
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Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Thu Nov 19, 2009 5:25 pm Reply with quoteBack to top

19/11/09

Update of today's progress. The team have been further working on getting place holders into the game engine. I have rigged and animated place holders for the IMI Galil, knife, and the invasion weapon (needs a concept). Kinky has been compiling and also doing some animating and bug fixing and Epsilon has been working hard so as the place holders work correctly in game. Progress is going well so far and there has not been any fundamental issues that have arisen as of yet. Also a filing sharing system has been set up which will allow for much better filing sharing between the team and better security if anybody's system fails.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Thu Nov 19, 2009 7:18 pm Reply with quoteBack to top

19/11/09

Ill follow tradition and continue with where we are atm.

IMI Galil and CZ75 placeholders are ingame with no rig errors and full animation sets. The only exception at this point is the lack of a "rapidfire" animation for the CZ75 which is due to issues with the line in the QC. Working on that.

Character placeholders are in game and fuctioning well. Again only one small issue here in that the "ragdoll" line in the QC does compile correctly and has been removed. As a result the character dsiappears apon death. Working on that aswell...

All textures are not displaying at the moment. Still trying to find the cause of this issue...

Working on some other stuff atm aswell. Will post that in my next entry before i go to sleep. As it stands...

BUG LIST

Ragdoll sequence is missing
All textures are missing
CZ75 "Rapidfire" anim is missing
Galil muzzle origin is wrong
shell ejection is wrong
Iron sights are off
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Coltaine
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Joined: 19 Nov 2009
Posts: 36

PostPosted: Thu Nov 19, 2009 9:58 pm Reply with quoteBack to top

19/11/09

Having to learn the Hammer pipeline in order to build levels have currently got the hang of vertex manipulation, scale tool, brushes, displacement tool, noise , textures, skyboxes, environment lighting, cubemapping, water, subdividing, sewing, player starting points, getting the map to load in game.

Moving on to creating and adding props, user generated textures and alphas and compiling.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Fri Nov 20, 2009 3:25 am Reply with quoteBack to top

Closing update of the day for me...

3 main issues i posted earlier are still evident. Still working through solutions for these.

The ironsights are like 99% refined. Esp has been working hard on that and itll be fixed 2moro. I had to reallign all the weapon origins down the negative Y axis to get his code to line the sights up correctly. Obviously this meant i had to change every animation file and recompile them all which took some time.

Should also note that the code for the knife entity is in place. That should be functioning easy by 2moro.

Till then..
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Kinky
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Joined: 16 Nov 2009
Posts: 41

PostPosted: Fri Nov 20, 2009 9:33 pm Reply with quoteBack to top

20/11/09

Only real progress today has been with the "Rapdfire" or Recoil animation for the CZ75. They are now done and in game.

Me and Ogg both spent a fair amount of time trying to work out ragdolls. The issue behind the ragdoll line not going through the compiler has been rectified and weve managed to compile a player mdl with ragdoll and rogdoll_pose smds. This compile appears to have created a jointed physics model successfully and the game doesnt crash with the import however there is still no ragdoll pose. Working on this...

Still no textures, waiting for advice on that one. Everything really seems to be fine....

Things left to do before resistance side placeholding is done...

Artists

Fix the texture paths
Create a working ragdoll file
Fix Galil muzzle origin
Fix shell ejection origin

Coder

Finish knife entity
Correct ammo drop
Force fastswitch
Remove all HUD
Finish Ironsights

We need to get these fixed ASAP PEOPLE. Got to get the Invasion side placeholders in and sorted and a working map with the stipulations we need...
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Coltaine
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Joined: 19 Nov 2009
Posts: 36

PostPosted: Sat Nov 21, 2009 12:41 am Reply with quoteBack to top

worked out more hammer stuff, application of spot lights, dynamic lights, colour corection entities, brush tools as entities like moving doors. how to correctly compile and get a 3dsmax made prop into game, havn't worked out how to get textures compiled and working in game yet, waiting for a response on that one.
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Kinky
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Joined: 16 Nov 2009
Posts: 41

PostPosted: Sat Nov 21, 2009 2:51 am Reply with quoteBack to top

20/11/09

Final update from me tonight. I doubt im gonna be doing any more as its nearly 3am > . <

But Ogg if you come on here before i do tomorrow hopefully youll read this and have a stab at it.

I have figured out EXACTLY why the ragdolls dont work and are just some sort of rigid idle, thanks to this tut i found..

http://www.hl2world.com/wiki/index.php/Creating_Characters_with_3dstudiomax_part_1

Basically go down to this bit...

Quote:
4) After doing that if you compiled the model would show up in game, but you would have rigid model. All the joint constraints are set to no movement.


He explains that you need to go into HLMV do the physics setup in there. Then export a qc from hl2mv and use that for your ragdoll.qc

So basically we need to get this bitch into HLMV. I have tried pretty damn hard. Seems that you need to compile it in the sourcesdk_content/hl2mp/modelsrc/models/ folder or similar for other games but after doing this i still cant find the damn thing. We NEED to get this up in HLMV ...if we can do that, ragdolls will be done in like 15 mins...

The character can obv be found on the SVN (if the damn thing commited properly) in Assets/players/resistance/placeholder/compile attempt 6

Im gonna bash this one out 2moro from the second i get up if you havnt beat me to it Razz[/url]
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Kinky
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Joined: 16 Nov 2009
Posts: 41

PostPosted: Sat Nov 21, 2009 4:17 am Reply with quoteBack to top

Ok maybe that wasnt my final update ... 20/11/09 - 4:07am > . <

I HAVE FIXED THE RAGDOLL!!!!

Ignore my last post. Basically the issue was that 2 bones were assigned incorrectly in the QC.

From now on... Compile Attempt 7 in resistance char has a working ragdoll. Use this to do tests. The working files are currently in Ragdoll Tests/New

Basically two bones were wrong in the QC..

Code:
   $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 1.00
   $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 1.00
   $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 1.00


These values determine how much a bone can move in ragdoll. Obviously they stipulate the bone by name. Because we didnt change these names to match to the ones Ogg left in the model for ragdoll.smd and ragdoll_pose.smd the engine was throwing a wobbly and not animating the ragdoll. The ragdoll.qc i have uploaded to the 2 folders i mentioned above is correct and working.

.....with one issue. Take the post compile files and drop them in the resistance chars folder in the game directory to see for yourself. The top piece of geometry attached to the spine02 bone does not follow the ragdoll. Youll notice that it does move before the body hits the ground but it doesnt follow the ragdoll and doesnt rotate. It should also be noted that this is not all the geometry that is skinned to that bone (spine02), notice the pelvis area (also skinned to that bone) works fine. Currently i have no idea why this is, but Ogg if you read this before i wake up try to figure it out Very Happy

Heres an image of the bug..
https://svn.bountysource.com/irondawn/Screen%20Grabs/ragdollbug.gif

For reference.. when the compiler gives the error something like "spine02 has no parent!" and refuses to compile

Code:
$rootbone "valvebiped.bip01_spine2"


This line in the QC controls this. The main parent bone for the rig MUST be stipulated here for the ragdoll to work correctly.

Anyway thats me done for the day. Good luck fixing this bug, not a clue whats causing it atm.

Also if anyone overwrites those files i will kill them xD

Ciao

EDIT: Heres a start to finish tutorial for creating a ragdoll and ragdoll_pose SMD and compiling them with a ragdoll QC...

Player Collision & Ragdoll Tutorial

Right. So by this point you should have a working player model. But your collision mesh is very unoptimised and when you die your body just disappears instead of a ragdoll. Lets go through how to fix these.

First open your character reference .max in 3ds MAX. If you are using a finalised character you need to start by building a set of blocks around the model giving a result much like our placeholder character. When youve done that attach them all together into one object, this MUSE BE NAMED THE SAME AS YOUR CHARACTER IN THE REFERENCE SMD. Now hide that mesh and have a look at your skeleton..

Collision and ragdoll models should have somewhere between 15-20 bones. We found that 15 seem sto work well..

LThigh
LCalf
LFoot
RThigh
RCalf
RFoot
Spine2
Head01
Pelvis
LUpperArm
LLowerArm
LHand
RUpperArm
RLowerArm
RHand

Now redo your hierarchys for these bones so the skeleton works correctly (your root bone MUST be the same as on your reference mesh, in this and most cases Pelvis). Then unhide your mesh. Apply a skin modifier to it and weigh it up correctly to the bones. All verts must have an Abs Effect of 1.0 or THIS WILL NOT WORK.

This is your collision mesh finished. Save it and export it as ragdoll.smd

To make your ragdoll_pose SMD all you need to do is repose thise model in its most relaxed manner. Now save that as something else and export as ragdoll_pose.SMD

Put these with your reference SMD and phys SMD. Now its time to write your 2 QCs....

Your main QC will be pretty much the same as it was after you build and compiled your characters reference. The exception being that you need to add this line at the bottom..

Code:
$include "ragdoll.qc"


This tells the Compiler to run the seperate QC we will now write for the ragdoll constraints.

Right onto the ragdoll QC..

Code:
$surfaceprop "flesh"

$modelname "players\resistance\resistance.mdl"
$collisionjoints ragdoll {

   $mass 90.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 1.50
   $rootbone "valvebiped.bip01_pelvis"

   $jointmerge "valvebiped.bip01_pelvis" "valvebiped.bip01"
   $jointmerge "valvebiped.bip01_pelvis" "valvebiped.bip01_spine1"

   $jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 1.00
   $jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 1.00
   $jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 1.00

   $jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 1.00
   $jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 1.00
   $jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 1.00

   $jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 1.00
   $jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 1.00
   $jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 1.00

   $jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 1.00

   $jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 1.00
   $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 1.00

   $jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 1.00

   $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 1.00
   $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 1.00

   $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 1.00
   $jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 1.00
   $jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 1.00

   $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 1.00

   $jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 1.00
   $jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 1.00
   $jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 1.00

   $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 1.00
   $jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 1.00
   $jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 1.00

   $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 1.00
   $jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 1.00

   $jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 1.00
   $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 1.00

   $jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
   $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 1.00
   $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 1.00
}
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00


With alterations of the $modelname line this QC will work for any model using the bone setup i suggested earlier for these SMDs.

The important parts are the $rootbone line which tells the compiler that that bone is the root (obviously) if this isnt right the compiler will say that "this bone has no parent!" and not compile.

The $jointconstrain lines tell the engine the limits of each bone when ragdoll physics are applied. You need one of these sets of lines (one for each axis) for EVERY bone i nthe rig EXCEPT THE ROOT BONE. If there is set of $jointconstrain lines for the root bone IT WILL NOT COMPILE.

Save this QC as ragdoll.qc and put it with all of your other Pre-Compile files. Then run the compiler on the main QC. This should compile everything and you should have working collsion and ragdolls!


Last edited by Kinky on Sat Nov 21, 2009 5:56 pm; edited 1 time in total
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Sat Nov 21, 2009 5:20 pm Reply with quoteBack to top

21/11/09

Officially the most productive afternoon EVER

The hunch Ogg had about the ragdolls was indeed correct....ish Razz ..basically there was two issues with it. Firstly the root bone of the ragdoll_pose rig has to be the same as that of the reference rig (as per Oggs theory). The other thing i noticed is that there was no joint constraint on the root bone in the HL2 ragdoll qcs. So i did that to ours and oila! ...working ragdolls

Here comes the craziest part. I dreamt that i solved the texture issue through naming conventions. Woke up, tried what i dreamt and it worked straight away.... literally i was stunned. So heres how it works.

Texture Path Tutorial

Lets take for example.. the v_galil. Ill run you guys through how you have to do this. First you obv open the .max file. Create a standard material with a diffuse called v_galil.tga (24bit uncompressed). Then add the normal to the bump map slot in that material (v_galil_normal.tga). Apply them to the gun and all the parts and make sure it works etc. Then create a new material for the hands (standard) with the diffuse and normal for that (v_hands.tga and v_hands_normal.tga) apply that to the hands. Right now everything works in max. Export the SMDs for the reference and the animations, note here that the reference model SMD MUST have the same name as everything else (so v_galil.smd), the animations can be named whatever as long as it makes the QC.

Open the TGAs in photoshop and save them with the same names as VTFs.

Right now on to the VMT and QC.

Here is the correct VMT for the v_galil

Code:
"vertexlitgeneric"
{
   "$baseTexture" "models/weapons/v_models/v_galil/v_galil"
       
        "$bumpmap" "models/weapons/v_models/v_galil/v_galil_normal"

   "$envmap" "env_cubemap"
   "$normalmapalphaenvmapmask" 1
   "$envmaptint" "[ 0.02 0.02 0.02 ]"
}


Simple stuff. The folder in which the material data and textures are saved MUST be named the same as everything else (aka v_galil). This also applies to the VMT. Regardless of what the QC specifies the VMT MUST be named v_galil.vmt.

Now for the QC..

Code:
$modelname "weapons/galil/v_galil.mdl"
$model "studio" "v_galil.smd"
$cdmaterials "models/weapons/v_models/v_galil/"
$cdmaterials "models/weapons/v_models/v_hands/"
$hboxset "default"
$hbox 0 "base1" -10.194  -6.062  -1.220  28.535  2.937  1.329
// Model uses material "v_galil.vmt"
// Model uses material "reshand.vmt"
$attachment "magazine" "Magazine" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "trigger" "Trigger" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "Charging handle" "Charging Handle" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$surfaceprop "default"
$illumposition 22.067 -4.777 -5.622
$sequence idle01 "idle01" loop ACT_VM_IDLE 1 fps 10.00
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 {
  { event AE_MUZZLEFLASH 0 "SMG1 MUZZLE" }
  { event 6001 0 "1" }
  { event 3002 0 "1" }
}

$sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00


Right, the important thing to note here is that EVERYTHING HAS THE SAME NAME (par the reshands).

So basically its all about naming conventions. Your diffuse TGA and VTF, normal map TGA and VTF (with a _normal extension), reference SMD, final compiled MDL and your main compile QC must aLL HAVE THE SAME NAME...

or no textures for you Razz

Hope thats cleared some things up... Im now gonna fix the knife textures up, after that the buglist for us artists on the resistance side stands at...

Fix Galil muzzle origin
Fix shell ejection origin

Any bright ideas on those?
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sat Nov 21, 2009 5:36 pm Reply with quoteBack to top

21/09/2009

Kinky has been sorting a lot of tech bugs and having great out comes which is really good. I have been doing some early concepts for the invasion robot mainly quick thumb nails to get some ideas flowing. I think the robot will be tough to get right where as the resistance will look human so its more about their dress and accessories and signaling there class and there situation.

As for the two remaining bug lists I reckon there must be a line in the .qc that directs the position of the muzzle flash and shell ejection.

or the shell and or muzzle flash has its own .qc though it would be different for each weapon so I doubt this.

Or the crappy option repositioning the weapons so they fit where the existing muzzle and shell ejections are (though there must be a way to change them)
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Sat Nov 21, 2009 11:03 pm Reply with quoteBack to top

21/11/09

/Probably/ gonna be the last update from me today as this insane scheduling is starting to take its toll...

So updates..

Been working on the w_models. Got them all (galil, cz75, knife) working in game and textured. Two issues here...

The galil world model seems to rotate on its axis when you move. Idk why this happens but really we need to find out. So get looking into this one...

Also when you can see any of the world models you get this error spam the console (obv with the MDL name of the weapon you are carrying)...

Code:
Performance warning: Merge with 'weapons/w_galil.mdl'. Mark bone 'ValveBiped.Bip01_R_Hand' in model 'players\resistance\resistance.mdl' as being used by bone merge in the .qc!


This is DEFINATELY something to do with the QCs for the character. Problem is the bone merge lines are found in the ragdoll.qc and i dont see why the ragdoll QC would effect the model before ragdoll. This needs looking into...

Another issue is still the knife fire animation. Ill state that i havnt really looked into this one as ive had some difficultys compiling the knife. If rectified this now and can do some tests. We need a solution for this obv...

aaaaaand last but not least the Galil muzzle origin and general shell ejection origins are still off... need to keep thinking about this one too.

Isnt bug fixing fun? ^______^

Quote:
TO DO LIST

Artists

Fix Galil muzzle origin
Fix shell ejection origin

Coder

Correct ammo drop
Force fastswitch/fix weapon switch
Finish Ironsights
remove freemans hands on server load
remove the need to press key to spawn
remove weapon dropping/pickup
Invasion character needs seperate entity

Bug list...

MDL Bone Merge in QC Console Spam
Knife Fire Animation is bugged
Galil w_model appears to rotate 90 on its axis when moving


World Models Tutorial

Simple one this but needs documenting all the same. To create a world model open up the MAX file for the view model and attach all the attachments back on to the main body so your whole gun is one piece. For optimisations sake you should now remove a bunch of loops from the model as it will not need as much detail as your view model. Delete everything else from your scene and make sure the model isnt parented to anything (delete the skin modifer aswell if its still applied)

Right now export that as an FBX or something and load one of our other world model files (such as w_galil.max). Place your model in the correct position in relation to the other model. Now apply a skin modifier to your model and add this bone...

Quote:
valvebiped.bip01_r_hand


Make sure everything is weighted 1.0 to this bone. You can now delete the other model. You should be left with your model and 4 bones.

Export this as an SMD named the same as your view model version of the weapon (for example w_knife.smd to the v_knife.smd)

Now its time for the QC...

Code:
$modelname "weapons/knife/w_knife.mdl"

$cdmaterials "models/weapons/v_models/v_knife/"

$scale 1

$keyvalues { "prop_data" { "base" "metal.medium" } }

$model w_knife "w_knife.smd"

$sequence idle "w_knife" loop fps 15

$collisionmodel "w_knife.smd"
{
   $mass 3.0 // Mass in kilograms
   $concave
}


Pretty much its just a case of changing the paths for your model. This will compile the world models to the same folder as the view model. With these values it will use the textures from the view model.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Sun Nov 22, 2009 3:15 am Reply with quoteBack to top

Ok so maybe that wasnt the last entry from me today...

21/11/09

Me and Coltaine have just had our FIRST EVER PLAYTEST OF THE MOD! Very Happy

Basically it was awesome. It feels good already..as the Resisatnce i was literally on the edge of my seat. Playing on the new test map id_battletest the huge amount of cast shadows and flickering flourescant light made it nie on impossible to see the Invasion team. Couple that with the fact that prelonged bursts of fire make it impossible to aim with ironsights and the lack of crosshairs make shooting without the irons not even an option.

Basically the resistance side feels right. I felt VERY much underpowered and i was literally sh*tting myself. Great times...

When the last few bugs are ironed out i'd say were ready to move into invasion.. to make this ALOT more difficult for resistance Very Happy

Some things to note...

The 90 degree rotating on the galil world animation i posted earlier was not present in this test. It would appear that only happens in thirdperson camera mode so is no longer an issue.

Also SOMEHOW the invasion character is now using the correct textures. Idk if espilon commited the code alterations he made to the character entities or not. If he did it worked briliantly, if not it seems to have fixed itself > . <

And lastly the console spam from third person is only one line in the console from regular world models. Will try to fix this still but it has no affect whatsoever on gameplay so isnt a big priority right now...

Quote:
TO DO LIST

Artists

Fix Galil muzzle origin
Fix shell ejection origin

Coder

Correct ammo drop
Force fastswitch/fix weapon switch
Finish Ironsights
remove freemans hands on server load
remove the need to press key to spawn
remove weapon dropping/pickup

Bug list...

MDL Bone Merge in QC Console Spam
Knife Fire Animation is bugged
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Sun Nov 22, 2009 3:15 am Reply with quoteBack to top

21/11/09

Not much in the way of progress on my part, just revising and tweaking techniques i learnt to get competant at them, playing with settings and finding few techniques that work best with the environment.

Compiled another prop into game, textures still don't apply. will find a fix for this tommorow with some help from kinky.

Got the tortoise svn, did a play test with kinky, discovered some bugs and posted them in the bug section in the forums.

plan for tommorow is to get textures working in game, learning how to compile for the actuall mod folders, and will work on referance/styleguide concepts for the environment and robots.
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