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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.
CrazyMonkeyDude said:What thoth said. Maybe make that a lighter, burlap-grey color?
How will this work with running? It seems like it might be cumbersome if it uses the exact same key pattern.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.
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.
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
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.Yeah sounds pretty pointless. Dwarves shouldnt need to crouch
I don't think that QC command necessarily works on goldsource modelsFER said:I think its $eyeposition on the qc file
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.*
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.
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.furion001 said:I can certainly try, Don't have much experience with XR or LX animations though.
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.
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.)
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.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?
Thothie said: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.furion001 said:Oh crap does that mean I have to reposition all my animations I have done so they are centered?