Dwarven Playermodel

furion001

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CrazyMonkeyDude said:
What thoth said. Maybe make that a lighter, burlap-grey color?

Like this?


Also made the hair darker, Local friend of mine said it would look better.
 

Thothie

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Bettah... No longer expect him to bleed lucky charms. :D
 

furion001

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6/64 of the animations complete
I'm starting with the easier ones first:
nod_yes
nod_no
attention
stand (same as Idle)
idle (same as stand)



EDIT:
and I just finished the sitdown animation, kinda interesting how I had to get him to sit.
 

Thothie

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Excellent...

One thing I forgot to mention, that'll likely be hard, is that I was hoping to allow dwarves to "tumble" when double tapping in any direction in combat. Therefore, could also use a summersault/tumble LX anim. Hopefully we can just have a tumble forward anim, and reorient player as needed based on direction keys pressed.
 

TheOysterHippopotami

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One thing I forgot to mention, that'll likely be hard, is that I was hoping to allow dwarves to "tumble" when double tapping in any direction in combat.
How will this work with running? It seems like it might be cumbersome if it uses the exact same key pattern.
 

Thothie

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Probably just combine with mouse1 being down, otherwise, tumble into run.

Too bad the collision box system isn't good enough to have dwarves tumble under giant's legs. ;)
 

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Yeah this looks great Furion.
 

furion001

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Thothie said:
Excellent...

One thing I forgot to mention, that'll likely be hard, is that I was hoping to allow dwarves to "tumble" when double tapping in any direction in combat. Therefore, could also use a summersault/tumble LX anim. Hopefully we can just have a tumble forward anim, and reorient player as needed based on direction keys pressed.

I can certainly try, Don't have much experience with XR or LX animations though.

Is there a way you can adjust the players View to be lower? since the dwarf is shorter than humans I thought it be logical XD

and crouching will be a little funny since the dwarf is so short XD still trying to figure how to get that to work XD
 

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Is there a way you can adjust the players View to be lower? since the dwarf is shorter than humans I thought it be logical XD

I think its $eyeposition on the qc file

and crouching will be a little funny since the dwarf is so short XD still trying to figure how to get that to work XD

Yeah sounds pretty pointless. Dwarves shouldnt need to crouch
 

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Instead, they should crawl, amirite?
*Crosses fingers in hope of seeing chubby crawling dwarves.*
 

TheOysterHippopotami

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Yeah sounds pretty pointless. Dwarves shouldnt need to crouch
Could it be possible to allow dwarves to enter smaller crawlspaces, therefore allowing them access to exclusive areas in maps? This could provide a great teamwork element if a door needed to be opened or a switch needed to be activated in order to progress in a map or access a secret area.
 

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FER said:
I think its $eyeposition on the qc file
I don't think that QC command necessarily works on goldsource models :eek:

Yeah sounds pretty pointless. Dwarves shouldnt need to crouch
Age said:
Instead, they should crawl, amirite?
*Crosses fingers in hope of seeing chubby crawling dwarves.*

That is pretty true.. but I'm not sure if I can do that, they are about half the size of the player but I dunno if thats enough for them to just walk through crawlable areas.

but I'll animate the crouch and crouchwalk animations anyway. MAYBE for aesthetics
TheOysterHippopotami said:
Could it be possible to allow dwarves to enter smaller crawlspaces, therefore allowing them access to exclusive areas in maps? This could provide a great teamwork element if a door needed to be opened or a switch needed to be activated in order to progress in a map or access a secret area.

I approve of this, but I don't knoe, It MAY be possible... we will have to see.
 

Thothie

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Well, letting the dwarf get through crawlspaces smaller than a human can get through would cause issues with some maps. It maybe possible, however, to have the dwarven collision box always at human-ducked height (so they could run through narrow tunnels full hilt), and still let dwarves duck, lowering their hitbox profile, without affecting their collision box size.

I dunno if $eyepos has any affect on our player models (I know it has none on our monster models). If worse comes to worst, I can rig a permanent applyeffect to change the view point.

furion001 said:
I can certainly try, Don't have much experience with XR or LX animations though.
When you load the LX walk/run animations into Milkshape (or whatever ya be using) you'll notice that, unlike in the model viewer, they are actually moving forward with each frame. Other than that, and that they loop, they're the same as any other animation. It'd probably be best to rig the tumble LX animation to move at the same rate as the run anim.
 

FER

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$origin or $eyeposition, cant remember buts its gotta be one of those two. Give it a try before thothie uses a shotgun to kill an ant.
 

Thothie

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It ain't $origin, I can tell ya that. ;) Just shifts the model's center. (You can rotate on one axis with it too.)

Besides, I have better ways to deal with ants than shotguns. ;)

I do think $eyepos is supposed to do *something* in the standard Half-Life system, but MSC's mucked with the original SDK so much that a lot of the basic HL functions are no longer there.
 

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Thothie said:
When you load the LX walk/run animations into Milkshape (or whatever ya be using) you'll notice that, unlike in the model viewer, they are actually moving forward with each frame. Other than that, and that they loop, they're the same as any other animation. It'd probably be best to rig the tumble LX animation to move at the same rate as the run anim.

Decompiled LX animations are stuck in place like they are in the viewer.. all animations of the model are sucked half way into the ground. (loaded the human model to see, this may be due to the decompile..) but it shouldn't matter...right? just as long as I animate it right... ..right?
 

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Eh... I'd have to check, but they should be moving forward. :\ I know they have to with monsters - maybe something different with player models - I know the whole client<->server interaction makes them move differently. (edit: /looks - yeah, I guess it's different with player models, and they don't need to move forward *cross fingers*. If you take the LX tag off a monster animation, or load up the SMD, you can see that it moves forward - but again, different move method for players.)

The center of the player models, however, is right. Player models are centered at... Their centers... While monster models are centered at their feat (with the exception of monsters that use the standard fly mode). This leads to all sorts of fun little complications in game code/scripts, but it is as the great Quake engine gods have declared it should be since time immemorial. (I believe the curse follows us to this day, in Source.)
 

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Thothie said:
Eh... I'd have to check, but they should be moving forward. :\ I know they have to with monsters - maybe something different with player models - I know the whole client<->server interaction makes them move differently. (edit: /looks - yeah, I guess it's different with player models, and they don't need to move forward *cross fingers*. If you take the LX tag off a monster animation, or load up the SMD, you can see that it moves forward - but again, different move method for players.)

The center of the player models, however, is right. Player models are centered at... Their centers... While monster models are centered at their feat (with the exception of monsters that use the standard fly mode). This leads to all sorts of fun little complications in game code/scripts, but it is as the great Quake engine gods have declared it should be since time immemorial. (I believe the curse follows us to this day, in Source.)

Oh crap does that mean I have to reposition all my animations I have done so they are centered?
 

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furion001 said:
Thothie said:
Eh... I'd have to check, but they should be moving forward. :\ I know they have to with monsters - maybe something different with player models - I know the whole client<->server interaction makes them move differently. (edit: /looks - yeah, I guess it's different with player models, and they don't need to move forward *cross fingers*. If you take the LX tag off a monster animation, or load up the SMD, you can see that it moves forward - but again, different move method for players.)

The center of the player models, however, is right. Player models are centered at... Their centers... While monster models are centered at their feat (with the exception of monsters that use the standard fly mode). This leads to all sorts of fun little complications in game code/scripts, but it is as the great Quake engine gods have declared it should be since time immemorial. (I believe the curse follows us to this day, in Source.)

Oh crap does that mean I have to reposition all my animations I have done so they are centered?
More or less - although that shouldn't be too hard if you just reposition the root bone. You can also use the $origin command for this sort of global edit.
 

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Thothie said:
furion001 said:
Oh crap does that mean I have to reposition all my animations I have done so they are centered?
More or less - although that shouldn't be too hard if you just reposition the root bone. You can also use the $origin command for this sort of global edit.

Oh! .. Pretty simple then XD, but the root bone on the dwarf model is level with his feet named "base" while the humans is his hip... I tried to delete it.. but it completely erases the skeleton.. so I didn't bother with it.

I also really hope the name of the bones doesn't mess with anything.
 

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Well I used $origin to align the first person polearms model to the weapon origin
 

furion001

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Alright doing a side by side comparison between the human and dwarf, I don't think it is possible to not implement crouching.

As seen in this snap. (took multiple snaps)



The dwarf is about a little more than 5 grid units tall and is 3.5 units when crouching (at this zoom)
the human is 7.5 tall and when crouching is a little less than 5 units

Course I might be fooling myself since the playermodel does gain a few more inches in height when moving whilst crouched...

I'm just thinking about the aesthetics! :p
 
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