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Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sun Nov 22, 2009 7:40 pm Reply with quoteBack to top

22/11/09

Fixed the knife animation bug in which the knife would only play the attack animation when against an object with collision.

I decompiled a weapon replacement model for the standard half life 2 crowbar in order to assess the .qc

There were extra lines in the .qc that our original knife did not include so I added the ones we needed.

Previous Knife .qc :

Code:
$modelname "weapons/knife/v_knife.mdl"
$model "studio" "v_knife.smd"
$cdmaterials "models/weapons/v_models/v_knife/"
$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_knife.vmt"
// Model uses material "reshand.vmt"
$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_HITCENTER 2 fps 30.00

$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00


New .qc

Code:
$modelname "weapons/knife/v_knife.mdl"
$model "studio" "v_knife.smd"
$cdmaterials "models/weapons/v_models/v_knife/"
$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_knife.vmt"
// Model uses material "reshand.vmt"
$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_HITCENTER 2 fps 30.00
$sequence fire "fire02" ACT_VM_MISSCENTER 2 fps 30.00

$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00


Basically there was a sequence called ACT_VM_MISSCENTER that we hadn't addressed so I added it. in order to do this I had to copy the fire.smd and create a second one naming it fire02.smd as the compile wouldn't allow two different sequences to have the same animation.

Then I used this line in the .qc

$sequence fire "fire" ACT_VM_HITCENTER 2 fps 30.00

and copied it and changed it to

$sequence fire02 "fire02" ACT_VM_MISSCENTER 2 fps 30.00
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Sun Nov 22, 2009 8:09 pm Reply with quoteBack to top

Got custom textures working in the mod on custom props for standard bitmap textures and multisub textures, did the style guide research and enviroment research that i think is valid and gave them to kinky to post up in the referance part of the site.

Playtested some more, found weapons now sink into the floor on resustance member being killed. knife anims now work from view model and world model view.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Sun Nov 22, 2009 9:33 pm Reply with quoteBack to top

22/11/09

So basically ive spent all day trying to fix the fact that the guns shoot from the groin. Turns out that every weapon model (v and w) need to have a ValveBiped.Muzzle and ValveBiped.Eject linked to the main hand bone which must be called Valve.Biped.Bip01_R_Hand.

This must in turn be the same as that name of the bone in the character model.

Then you add these lines to the QCs for both weapons...

Code:
$attachment "muzzle" "ValveBiped.Muzzle" 0.00 0.00 0.00 rotate 0.00 -0.00 0.00
$attachment "eject" "ValveBiped.Eject" -0.00 0.00 0.00 rotate 0.00 0.00 -0.00


I may need to add an $attachment and/or $bonemerge line to the character QC aswell. Not sure... will look into this 2moro.

For reference the shells in game eject down the local negative X axis from the Valve.Biped.Bip01_R_Hand Bone...
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sun Nov 22, 2009 10:06 pm Reply with quoteBack to top

22/11/2009

Have begun modeling the high poly Galil model, its coming along nicely hopefully the model should be finished by tomorrow without complications.
I also fixed the knife animation as shown earlier in the blog and that is about it for today.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Tue Nov 24, 2009 1:00 pm Reply with quoteBack to top

24/11/09

Gail model is finished including the high poly bake. Now need to move onto robot concepting.
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Tue Nov 24, 2009 6:40 pm Reply with quoteBack to top

24/11/09

started doing brush work for ages trying to get the blockout for iv_tempest done.

what i learned was that there is no easy way to doing cliffs effectivly, tried at least 6 different techniques in producing them for the blockout, important to note it's for the blockout as the way i'd build them in the actuall map is by displacements and not out of brushes.

managed to get the blockout done and it gave a good idea of space while traversing the level, the concepts need tweaking in certain places to add more scope to as well as limit travel.

dimensions i built to were 3500x2600 what i should be building to roughly is around 4000x3000, keep height and castle height were about right, castle depth need to be around double. need extensions and elevations for vantage points further from the keep as it blocks line of sight.

Also did concepting for robot design today.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Thu Nov 26, 2009 12:34 am Reply with quoteBack to top

25/11/09

Have been concepting robots up to today. As well a minor bug fixing and helping Coltaine working out the best way to do the brushwork on his blockout.

Today we did our 6 week plan aswell as mood boards for the main game and both levels; and demographic research
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Thu Nov 26, 2009 12:43 am Reply with quoteBack to top

25/11/09

worked on level blockout and have it about 50% done, the space for the level is working out nicely and so are the critical paths and view points accross the level though these need some tweaking to make gameplay less linear and encourage play over all it's axis.

finnished mood board for iv_tempest and general gaming environment today as well
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Thu Nov 26, 2009 8:32 pm Reply with quoteBack to top

26/11/09

Got the L96 and Sniper character placeholders in game today.

Ogg did the Sterling and did a much better style guide.

Colt did the rest of the brushwork on his map, iv_tempest. I think this guy is ready for testing now...
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Thu Dec 03, 2009 6:45 pm Reply with quoteBack to top

Scaled down bloakcout size for maps and deleted a few key features from iv_ tempest as the player count has been lowered from 16-24 player maps to 8 player maps. Been concepting weapons for robots as we have an art direction with them now.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sat Dec 05, 2009 10:26 am Reply with quoteBack to top

5/12/2009

I have been working the robot concept for the last few days. though there were many ideas I have refined it to a final turnaround. hopefully It wont go through many more changes, but we fundamentally have a robot concept so we should be able to use it as some reference for other props and weapons.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sun Dec 06, 2009 12:27 am Reply with quoteBack to top

6/12/09

I modeled the cz75 with high poly details which will be baked onto a lower poly model which the high poly was made from.
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Tue Dec 08, 2009 1:06 am Reply with quoteBack to top

07/12/09

Been working on iv_steel since my last blog update (par a somewhat messy weekend Razz) as well as helping out on robot concept direction amongst other things.

Got a new blockout started today with the correct proportions and layout for the main room as well as a pretty good idea of the lighting/mood (blockout11.bsp on SVN). Will be finishing up the main room tomorrow and trying to start defining the back passages.

Still not quite sure how big this map is going to be, depends how big it looks in 3D space after i get the bits i have planned drawn out. Kind of hard to visualise the play space on paper.

Things are steaming on at a steady pace all around...
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Tue Dec 08, 2009 9:41 pm Reply with quoteBack to top

Accidently deleted my condensed version of iv_tempest without any backups of it -_-, have redone it and added in a few extras such as props, lighting, rain, a suitable skybox and fixed the bug with the water that had been occuring where it just didn't show up.

Also have been doing a few prop concepts
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sun Dec 20, 2009 2:21 pm Reply with quoteBack to top

20/12/2009

All characters have a concept,

Background image has a concept,

To add a background image to the game
: add a folder called console in the materials folder of the MOD then add the background01 VMT, VTF to the folder make sure the image is a multiple of 2. the game needs to images one for widescreen and non wide screen. this can be achieved by copying background01 and adding '_widescreen' the the file name.

Invasion screen shot has a concept,

Adding weapon sounds to the game
: Create a folder in the MOD folder called sound the a folder in that called weapons. use the GCFscape to get halflife 2 weapon sounds change the sounds using a sound editing program make sure the new sound has the same time signiture as the original sound and the same file name. then add it to the sound weapons folder each weapon should have its own folder containing its sounds in the weapons folder. EG: sound/weapons/pistol
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