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Re: dragoon

Posted: Sat Mar 18, 2017 12:14 pm UTC
by Viech

It is possible to work around nonstandard animation names within the code. There's a big obscure table somewhere in cgame where you can map Unvanquished's animation names to the model's animation names. Of course, it is preferable for the animation names to be standard. This doesn't need intervention by the artist but can also be done by decompiling the IQM to IQE and modifying it by hand, then recompiling it. Use this and this for that.


Re: dragoon

Posted: Sat Mar 18, 2017 3:59 pm UTC
by enneract
Viech wrote:

This doesn't need intervention by the artist but can also be done by decompiling the IQM to IQE and modifying it by hand, then recompiling it.

Thanks for the tip, I can fix the animation names myself then.

There's one more problem though. The Dragoon is facing the wrong direction in-game. Any way I can work around this without re-exporting?


Re: dragoon

Posted: Sat Mar 18, 2017 11:32 pm UTC
by Viech

In that case I'm not sure. Player model config files seem to support only scaling and a z-offset from a quick glance. Buildables (and missiles?) appear to have a modelRotation keyword, too. Maybe that one does work with player models but was just not used so far?


Re: dragoon

Posted: Sun Mar 19, 2017 2:23 pm UTC
by gavlig

what has to be fixed?


Re: dragoon

Posted: Sun Mar 19, 2017 3:49 pm UTC
by Viech

If the modelRotation directive works for player models or can be implemented easily, nothing on your end.


Re: dragoon

Posted: Tue Mar 21, 2017 6:27 pm UTC
by enneract

If you have the time then rotate the entire model counter-clockwise by 90 degrees and rename the "run_backward" animation to "run_backwards".


Re: dragoon

Posted: Thu Mar 23, 2017 9:21 pm UTC
by gavlig

Re: dragoon

Posted: Thu Mar 23, 2017 9:23 pm UTC
by gavlig

and here is a source .blend file https://drive.google.com/open?id=0B_q1P ... VF6elYwMVk

list of anims: idle:0:200::,walk:1:40::,walk_backward:1:40::,walk_left:1:40::,walk_right:1:40::,pain:0:20::,attack:0:35::,die:0:108::,jump:0:9::,land:0:10::,jump_back:0:9::,land_back:0:10::,run:0:20::,run_left:0:20::,run_right:0:20::,run_backwards:0:20::,attack2:0:35::,pounce:0:9::


Re: dragoon

Posted: Fri Mar 24, 2017 3:28 pm UTC
by enneract

http://unvanquished.net/~enneract/newac ... neract.pk3
Compile and run the "new-dragoon" branch or the model won't look right.

The Dragoon will probably need a bbox adjustment. It won't fit inside the current one without looking like a miniature.


Re: dragoon

Posted: Sat Mar 25, 2017 12:33 pm UTC
by gavlig

got message "Failed to load character file models/players/level3/character.cfg"

and looking from your commit you forgot a bunch of files, so here is a fixed version. https://drive.google.com/open?id=0B_q1P ... XMtRlFtMmc

Overall model looks better than i expected, but all old problems are still there: blending and sliding. And i think pain animation didn't work too