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Posted: Fri Jun 06, 2003 8:10 am
by neolith
You want to shoot someone into the crotch? Take the cutter or the flaming arrows.

Posted: Fri Jun 06, 2003 2:03 pm
by LoQtUS
Hmmmmm there is somthing about shooting some one in the crotch that seems verry wrong to me. Just one openion....
Posted: Fri Jun 06, 2003 4:00 pm
by elpollodiablo
it was funny, mostly. there was a mutator for ut that let you do that. the bots grabbed their crottch and died.
Posted: Fri Jun 06, 2003 4:02 pm
by FurrySound
Oh, like I want to be reminded of that kind of pain... no thanks.

Posted: Fri Jun 06, 2003 5:20 pm
by jb
wussies.
I loved the first SOF game where they had over 100 frames of animations on the player model of the good o'l guy getting shot in the crotch and rolling around in pain before he died stuff ..I a true classic
I also remember the smackdown mut for UT where when you do a lot of damage to a player you get the good o'l WWF annocer saying SMACKDOWN! With a little banner..funny stuff!
Posted: Sat Jun 07, 2003 12:28 am
by thegreywolfe
Hell, it shouldn't be that difficult to write it in. Especially with the current player models, they all have two legs and a crotch.

Posted: Sat Jun 07, 2003 8:33 pm
by Shadowstar
Karma physics would reach a whole new level...
though it may not be a higher level...
Posted: Sun Jun 08, 2003 8:13 am
by neolith
The problem with new anims is that we can make the standard player models work fine, but custom player models might not work or get screwed up because of the naming of bones...
Posted: Sun Jun 08, 2003 11:49 am
by DJPaul2
neolith wrote:The problem with new anims is that we can make the standard player models work fine, but custom player models might not work or get screwed up because of the naming of bones...
If custom player models can't conform to Epic's standard in bone naming, then their authors must blow.
Posted: Sun Jun 08, 2003 12:43 pm
by neolith
I gave that a second thought.
Naming is only important, when it comes to the bones that all models share (arms, legs etc.). Not sure about additional stuff like wings or braided hair. If we're lucky, it might just look weird.
But it's not just the naming, skeletal proportions are more important. I'm no coder, but it might be possible to translate them in code from one of our models to others.
It'd still look ****** though: Every model has its own anims, based on its own skeleton. Transferring bone sizes screws up the model, I tried it.
A possible solution to this would be to only give Epic's and our own models custom anims. Every other model not specifically created for CUT2 would have to just not play any custom anims...
BTW: Good to see you back DJPaul!
Posted: Mon Jun 09, 2003 5:37 am
by Shadowstar
We shouldn't have to worry about every possible variation of model that someone might make. As long as our animations work with the Epic set, we can let model makers worry about getting them to work in our mod. After all, that's part of making a model, getting it to work in the mods you intend it to be used in.
If we use Epic's models to create our animations, anyone who makes a custom model based on the Epic models should be able to create something that's fully compatible with chaos.
Posted: Mon Jun 09, 2003 7:58 am
by neolith
Shadowstar wrote:If we use Epic's models to create our animations, anyone who makes a custom model based on the Epic models should be able to create something that's fully compatible with chaos.
It's not that easy. You cannot just tell a new model to use the animations Cleopatra uses, because they're already stuck in the engine, you cannot export them to 3ds. Without the appropriate Character Studio anims, your model won't move at all. You'd have to do everything from scratch. So if someone would create a model fully compatible with UT2k3, it would still not play our custom animations.
We've had this discussion before for additional swordfight anims and haven't found a workaround.
Posted: Mon Jun 09, 2003 2:59 pm
by elpollodiablo
if you look at all the anims in the animation(?) browser in unrealed, almost all new models use the standard anims with a few exceptions. hey, some people are lazy

Posted: Mon Jun 09, 2003 3:04 pm
by neolith
Same for sounds.
Posted: Mon Jun 09, 2003 4:13 pm
by Shadowstar
Well, it's like I said, the responsibility to make a model work with Chaos should lie with the model maker, not us. After all, it's completely infeasible to think that we can go around and convert every single custom model in existance into one that will work perfectly with Chaos. All we should have to worry about is making our animations work with the Epic set and our own models. It just seems silly to go about it any other way.