ZoneChange Function... + UnrealShare.Bird1....

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MrLoathsome
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by MrLoathsome »

JackGriffin wrote:Bird is going to look all wrong with a bat skin. Bats should flutter and flit a lot and not glide and soar like the bird does. You'd be better served maybe massaging the butterfly into a bat.
I was going to attempt to change the animation rates and eliminate the gliding etc. if somebody did come up with a texture to use.

You are probably correct however. I would probably be lucky to adjust that into a real good bat.

Ideally a new model with new animations would be done, then I could attempt to either modify the new bird AI for the bats, or just
use it as a starting point, and rewrite the whole damn thing for the bats.
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by papercoffee »

I need only the UV-map to put up a bat texture ... the model can maybe made by ...........GenMoKai do you have time??
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by GenMoKai »

*sigh* well maybe a small bat.. If you create a simple sketch for me of a "flatten" bat, i try to attempt a bat with some simple animations.

And i mus tknow what kind of animations... is that thing able to attack or just fly and die alone?
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by papercoffee »

GenMoKai wrote:just fly and die alone
loooool... ok this sounds hilarious ... :mrgreen:
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by GenMoKai »

papercoffee wrote:
GenMoKai wrote:just fly and die alone
loooool... ok this sounds hilarious ... :mrgreen:
lol, when i see it now, its kinda funny though :P

@MrLoathsome, just let me hear what you need for animations and i try something
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by MrLoathsome »

Well, here is the model & animation info straight out of UnrealShare.bird1:
*I believe I am only actually using the Hit1, Hit2 and Flight sequences atm.

Code: Select all

class Bird1 extends FlockPawn;

#exec MESH IMPORT MESH=Bird ANIVFILE=MODELS\bird1_a.3D DATAFILE=MODELS\bird1_d.3D LODSTYLE=2 
#exec MESH LODPARAMS MESH=Bird STRENGTH=0.25 
#exec MESH ORIGIN MESH=Bird X=0 Y=0 Z=0 YAW=64 ROLL=-64

#exec MESH SEQUENCE MESH=Bird SEQ=All      STARTFRAME=0   NUMFRAMES=31
#exec MESH SEQUENCE MESH=Bird SEQ=Middle	STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Dead1		STARTFRAME=1   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Dead2		STARTFRAME=2   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Hit1		STARTFRAME=3   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Hit2		STARTFRAME=4   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Ground1	STARTFRAME=5   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Ground2	STARTFRAME=6   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Flight	STARTFRAME=7   NUMFRAMES=24

#exec TEXTURE IMPORT NAME=JBird11 FILE=MODELS\Bird1.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=Bird X=0.06 Y=0.06 Z=0.12
#exec MESHMAP SETTEXTURE MESHMAP=Bird NUM=1 TEXTURE=JBird11
Since I have the NewBirds just doing damage when they bump other pawns, no real need for any new attack
animations, unless you get real ambitious with it. I was going to keep it basic, and use the same general
attack method for the bats, at least for the 1st attempt.

It might be interesting to get animations for Perching or Walking, but I got no idea how to add those.
(Although I may be able to write the state code for those, if the animations existed and would compile.)

I have never been able to get any model files exported from UT or Unreal that would work when I tried to
compile them with UCC....

Perhaps you could try out the download I posted on page 1, and take a look at what I did with the state code there.
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Re: ZoneChange Function... + UnrealShare.Bird1....

Post by JackGriffin »

<an aside for Loathe>
Use WOTgreal and export the model files (only). Don't use it for the animations. Go back to the source code (in this case the bird) and get the original import lines and use those to import the model again using the default lines. It makes your mod a little larger but it's the easiest way I've found to bypass the problem of model import. I've done with with lots of stuff and never had a problem, I've even adjusted anims and stuff depending on what I wanted to do (like the postal babes dancers at the end of MH2). Let me know if you want me to show you an example and I'll hook you up. BTW there are probably lots better ways to do it but this is the way I've found that works without problems, considering I hate working with the model files. You guys that can model simply amaze me anyway.

Now back to the bird. I looked and aside from the flapping anim everything else is single frame. Even if you tried to stitch them together it's going to look all jerky and not fluttering like a bat should be.
So long, and thanks for all the fish
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