Importing A Custom Character Mesh

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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Oct 23, 2011 3:22 am

Finished 2 more, the Heavy Plate and Dragon sets...

Spoiler: show
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8 down, 3 to go :)
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sun Oct 23, 2011 3:55 am

Those are all looking really awesome Phanjam, though I particularly like the dragon set.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Oct 23, 2011 4:57 am

thanks SixShot!

You'll notice I used the Vanq's default heavy plate shoulders for the heavy plate set - I'm not fully sold on that though 8-) I just had a hard time re-texturing most of the set to match-up with the Destro's Heavy Plate theme. So I did this workaround first.

But I've been playing around with changing the texture for the Destro shoulders, and the results are promising :D So i may still switch back to the Destro shoulders - we'll see!
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Re: Importing A Custom Character Mesh

Postby Jupiah » Sun Oct 23, 2011 3:44 pm

They look absolutely incredible Phanjam. Though if I had to nitpick, I'd like to see a few pairs of pants in there. Even the vanquisher's default sets don't all have bare legs.

Heh, say, once the Destroyer-->Vanquisher set conversion is done, any plans to do the reverse? I'd love to see the Destroyer in Valkyrie gear! :D
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Oct 23, 2011 4:18 pm

Jupiah wrote:They look absolutely incredible Phanjam. Though if I had to nitpick, I'd like to see a few pairs of pants in there. Even the vanquisher's default sets don't all have bare legs.

Thanks very much Jupiah! I guess I could make an option-set of textures which paint on some pants. Will see after I've released the first bare-legged wardrobe set :)

Jupiah wrote:Heh, say, once the Destroyer-->Vanquisher set conversion is done, any plans to do the reverse? I'd love to see the Destroyer in Valkyrie gear! :D

:lol: LOL nah, no plans for that :lol:
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sun Oct 23, 2011 4:40 pm

Jupiah wrote:Heh, say, once the Destroyer-->Vanquisher set conversion is done, any plans to do the reverse? I'd love to see the Destroyer in Valkyrie gear! :D

I did actually start this, but doing the gloves, boots and chest is a bit too time-consuming to be worthwhile at this point.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Wed Oct 26, 2011 7:49 am

Phanjam wrote: :lol: LOL nah, no plans for that :lol:

I'm sorry, I didn't mean to sound derisive! It's just that I couldn't get my head around the Destroyer wearing a puff-sleeved shirt!
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Thu Oct 27, 2011 1:11 am

I thought I'd post a bit of a progress update.

I really need to keep focused on one thing, aside from the demon and scorpian lady, I started messing about making another monster :lol:
I decided that would be the demon guy, and then spent far too much time working on the skin when I should have been animating.

But here's the animations I've currently got (in gif form)

Idle
Spoiler: show
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Run
Spoiler: show
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Attack
Spoiler: show
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Skill Cast (or Throw)
Spoiler: show
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Generic Buff
Spoiler: show
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Fidget
Spoiler: show
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I gave him a jaw bone, then realised I didn't have much need for it. So threw this in.


He's got both left/right equip tags and one for a shield. I figure I'll do the basic unarmed animations and then patch in the weapons as appropriate (he probably won't be getting any pistol attacks for example)
These are all likely to get tweaked before I pack him up.
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Re: Importing A Custom Character Mesh

Postby Brixtan » Thu Oct 27, 2011 5:40 am

Freaking awesome 6shot! *picks jaw up off the floor*
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Re: Importing A Custom Character Mesh

Postby Phanjam » Thu Oct 27, 2011 6:40 am

That is EXCELLENT SixShot! I'm not familiar with the Stormrider enemy, but will he have more special attacks?
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Thu Oct 27, 2011 7:38 am

Thanks Brix :)

Phanjam wrote:That is EXCELLENT SixShot! I'm not familiar with the Stormrider enemy, but will he have more special attacks?

The Stormrider basis is really more about appearance, because they're from D1 they have a pretty limited range of animations (Walk, Idle, Die, Get Hit, 1 Attack & 1 Skill.) So even if I was aiming to replicate it, there'd need to be a bit of improvisation. But yes, the plan is to give him a 'sustained fire' type animation and a generic AOE cast, though I haven't quite decided if that will be something like firewall or more like sweep. If I come up with anything else while building his skills, then I'll add it in.

Although, this does bring up a decent point. What would be considered a standard animation set? The torchlight monsters vary a bit.

Edit: To answer my own question I came up with a generalized list.

General:
Idle
Run
Walk
Hit
Stunned
Die

Melee Types:
2x Attack (for each equipable melee weapon)
1x Attack (for any equipable ranged weapons)
Slam (big downwards strike)
Cleave (big sideways strike)

Caster Types:
1x Attack (for any equipable weapons)
Single Target Cast
AOE Cast
Loop Cast
Summon/Buff

Small Enemies:
Death Flight
Death Land


Any comments/suggestions/whatever?
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Re: Importing A Custom Character Mesh

Postby Phanjam » Thu Oct 27, 2011 10:10 pm

how about a general "sighting" animation - a thing they'll do when they first see you. That should add to the creep-factor, when you first encounter a new enemy and don't yet know what their attacks are like :twisted:
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Thu Oct 27, 2011 11:37 pm

That's an awesome idea. I'm not sure they'll default to using it, but you can probably force it through the .dat files, I'll have a play around.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sat Oct 29, 2011 4:30 am

okay I finished 2 more armor sets just now - the Vulture and Hawk sets.

Spoiler: show
Image Image


1 more to go (Talon set) ;)
Last edited by Phanjam on Sat Oct 29, 2011 7:42 am, edited 1 time in total.
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Re: Importing A Custom Character Mesh

Postby robcallis » Sat Oct 29, 2011 7:40 am

Hey Phan, I've been away from TL for a little while. But it is really cool seeing you keep the spirit of this great game alive. Keep up the great work my friend.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sat Oct 29, 2011 7:45 am

Hiya Rob and thanks very much :D ! I'm having fun doing this modding!
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sat Oct 29, 2011 12:03 pm

Looking nice Phanjam.

I've got a basic version of the stormrider/demon working in-game. :D
Image
Now I just need to link all the particles, sounds and skills :|
I'll need to change that run animation as well, not only do his feet sink into the ground, but it looks a bit strange when he isn't carrying anything.
And then I'll try to work out that on sight taunt thing, because it's an awesome idea.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Oct 30, 2011 1:08 am

Nice! I am lookin' forward to encountering that Stormrider in-game SixShot!

And I finished the last Destroyer armor adaptation for the Vanq model, the Talon set.

Spoiler: show
Image
gave her pants for this one 'cos the Destroyer version has 'em :lol:


Now to pack 'em all up and do some stability testing :D !
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sun Oct 30, 2011 9:22 pm

ooh, I really like that one :D

TorchED was giving me a few issues with him, I couldn't select the new spawnclass I made and the ones I force spawned kept turning into dogs between tests, which I'm hoping doesn't also happen in game :?
But I've got all his trigger frames and such set up now and I'm just messing with the skills.

Quick question though, how do I change a missiles speed?
He hurls a ball of lighting at you (or at least a blue ball of energy that will pass as lightning until I can be bothered making a new particle) before running into attack. However he meets you before the missile does.
It's probably something obvious I'm just overlooking, but it means the skills a bit useless right now :lol:
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Re: Importing A Custom Character Mesh

Postby spacepirate » Sun Oct 30, 2011 10:21 pm

Go to media\missiles, and each missile has its own layout, and properties. You're looking for the MAX VELOCITY.

Here's the Vanq's ricochet shot as an example:
Code: Select all
[Layout]
<INTEGER>VERSION:3
<UNSIGNED INT>COUNT:1
[OBJECTS]
[BASEOBJECT]
[PROPERTIES]
<STRING>DESCRIPTOR:Missile
<STRING>NAME:VanquisherRicochet
<INTEGER64>ID:-5926587796853157410
<INTEGER64>PARENTID:-1
<STRING>RELEASE:MEDIA/PARTICLES/PLAYERSKILLS/RICOCHET/FIRE.LAYOUT
<STRING>ACTIVE:MEDIA/PARTICLES/PLAYERSKILLS/RICOCHET/PROJECTILE.LAYOUT
<STRING>HIT:MEDIA/PARTICLES/PLAYERSKILLS/RICOCHET/IMPACT.LAYOUT
<STRING>DIE:MEDIA/PARTICLES/PLAYERSKILLS/RICOCHET/RICOCHET.LAYOUT
<UNSIGNED INT>NUM RICOCHETS:2
<FLOAT>MAX DISTANCE:16
<FLOAT>RADIUS:0.3
<FLOAT>MAX VELOCITY:36
<STRING>MISSILE NAME:VANQUISHERRICOCHET
<FLOAT>TARGETING ANGLE:0
<BOOL>PIERCING:true
[/PROPERTIES]
[CHILDREN]
[/CHILDREN]
[/BASEOBJECT]
[/OBJECTS]
[/Layout]


I'd say you try around the 15-20 range, as that would put it somewhere between Ember Bolt and Explosive Shot for speed. You could also go up to 50 or so, to match the speed of shrapnel.
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