3rd Party Models/Media Chat / Moose [Mech Project]

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GraPhiX
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Posted: 20th Jul 2017 17:06
I have changed the cockpit textures slightly can you see if this looks better from within the cockpit thank you
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AmenMoses
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Posted: 20th Jul 2017 19:35
Here you go:

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GraPhiX
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Posted: 20th Jul 2017 19:38
Thank you do you think its a bit dark? especially the front console?
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Posted: 20th Jul 2017 21:13
Target reticule thingamajig:

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GraPhiX
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Posted: 20th Jul 2017 21:28 Edited at: 20th Jul 2017 21:29
LOL thingamajig looking good , can he shoot into the sky ie at helicopters or planes? what I'm trying to say will the target reticule thingyamajig follow the mouse or is it just the direction you are looking at
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granada
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Posted: 20th Jul 2017 21:41
Looking great guys

Quote: "do you think its a bit dark? especially the front console?"


I think that might just be the lighting.

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AmenMoses
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Posted: 20th Jul 2017 21:42
I need to figure out how to switch between controlling Moose directly and 'look around' mode, probable just use 'E' to switch. When controlling directly moving the mouse left to right will rotate the 'turret' and up and down will pitch the turret. Should be able to pitch up/down by about 20 degrees.


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GraPhiX
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Posted: 20th Jul 2017 21:45
Quote: "I think that might just be the lighting."


you might be right Dave was thinking of editing the diffuse layer to brighten it a bit

Quote: "I need to figure out how to switch between controlling Moose directly and 'look around' mode, probable just use 'E' to switch. When controlling directly moving the mouse left to right will rotate the 'turret' and up and down will pitch the turret. Should be able to pitch up/down by about 20 degrees."


Awesome

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Posted: 20th Jul 2017 23:18
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granada
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Posted: 20th Jul 2017 23:43
Nice

@ GraPhiX,now make some arms for the joysticks .

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GraPhiX
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Posted: 21st Jul 2017 10:00
Quote: "@ GraPhiX,now make some arms for the joysticks ."


LOL I'm always up for a challenge but I have no idea where to start with that, I will have a read up and see what I can come up with
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GraPhiX
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Posted: 21st Jul 2017 14:08 Edited at: 21st Jul 2017 14:08
I now have this but I am stuck I do not know how to outstretch the arms

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granada
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Posted: 21st Jul 2017 15:03
What about the arms from the jet pack .they shouldn't need a lot of work.

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GraPhiX
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Posted: 21st Jul 2017 15:10
Quote: "What about the arms from the jet pack .they shouldn't need a lot of work."


Am I allowed to use those?
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granada
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Posted: 21st Jul 2017 15:15
If you are giving away here you might be able to,might be good to ask first.sometimes this licensing thing is a very grey erea.

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GraPhiX
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Posted: 21st Jul 2017 15:16
is it a GG asset or third party? whom do I ask? and thanks Dave
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granada
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Posted: 21st Jul 2017 15:23
Quote: "is it a GG asset or third party?"

Not sure,best to ask one of the mods.

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GraPhiX
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Posted: 21st Jul 2017 15:25 Edited at: 21st Jul 2017 15:31
Quote: "Not sure,best to ask one of the mods."


LOL like buses never one around when ya want one

and yes you are quite right they would be perfect got thumb movements and everything to do with sticks not sure if I am capable of editing it though
I will make a post and see if I can use them first thanks Dave
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AmenMoses
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Posted: 21st Jul 2017 22:01
Slightly different use of video this time, here I am using Moose to demonstrate why we need to use quaternions.

The three numbers being displayed are the Euler angles for the 'hip' plate (from which all other parts are positioned) watch what happens to the angles as Moose rotates 360 degrees, note also a slight flicker at the 90 degree points (i.e. east and west), these are the Euler 'gimbal lock' points):



As can be seen Euler angles are not pretty and trying to deal with them directly would be a nightmare.
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GraPhiX
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Posted: 21st Jul 2017 22:12
very clever not got a clue what a euler angle is but that looked as smooth as hell
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AmenMoses
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Posted: 21st Jul 2017 22:36
Euler angles are what you use to specify the rotation around the world axis of an object in 3d space.

iow, when you use the command ResetRotation(e,x,y,z) in Lua, the three angles you give it are Euler angles.
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GraPhiX
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Posted: 21st Jul 2017 23:02
thank you for the explanation, I am learning LUA but don't know a lot of the terminology sorry to be ignorant.
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GraPhiX
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Posted: 25th Jul 2017 14:56
@Granada - your challenge almost complete lol

some progress

now to try and change the code with a new script uhhggg

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granada
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Posted: 25th Jul 2017 15:18
Quote: "@Granada - your challenge almost complete lol "


Great,nice to see it coming together .

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GraPhiX
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Posted: 26th Jul 2017 16:25
a little more progress I have two working scripts

Anyhow I have decoupled my hudlayer from the jetpack9 hud and created a new hud layer called joysticks, I have also created a couple of LUA scripts (LOL get me) one for the hud target and one for the actual hud, unfortunately the jetpack9 is hardcoded in gameplayercontrols.lua and I have not touched that yet so in theory I have a flying Moose lol not what I want but suppose it could be cool, my next step is to copy the jetpack section in gameplayercontrols and see what I can do with it.

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GraPhiX
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Posted: 26th Jul 2017 16:33
@Amenmoses - how can I get my cockpit to display with the hudlayer ? I know you have done it in code will my layer not work with that?
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AmenMoses
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Posted: 26th Jul 2017 19:25 Edited at: 26th Jul 2017 19:40
Should work, I haven't played with HUD layers yet though.

All I did was transport the player to coordinates inside the cockpit, assuming the HUD components (i.e. the sticks and arms) transport with the player then the same thing should work with them in place.

Like this:
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AmenMoses
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Posted: 26th Jul 2017 19:59
Btw, if you were wondering where I went I've been real busy with my paid job, I recently took on the task of supporting a 300K+ SLOC C++ product so I've had a really steep learning curve understanding how it all works. The product has been developed over 20 years on Solaris and Windows XP by various teams of people and now I'm developing it solo, my first operational change is due to go live in October so I've been real busy with putting in place all the documentation that 'real' software needs before it goes live. Boring stuff like test plans and formal build processes.

I've been trying to modularise the Lua code that handles the joint movements and positioning of entities in such a way that a generic library can handle multiple different configurations of entities that make up a 'Moose'. The idea is that instead of a huge script that manipulates all the various limbs and weapons specific to the one model you would have a smaller script that just describes to the module how to put the entities together then gets on with the job of specifying animation sequences tied to events. The module would handle the positioning of all the entities each frame.

It's tougher than I thought though, especially as I haven't been able to devote much time to it.

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GraPhiX
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Posted: 26th Jul 2017 21:10
excellent I will upload what I have so far in the morning

And no not at all real life comes first, I am very grateful for all that you have done on this project it is absolutely amazing, this is purely voluntary if you have had enough I totally understand, I don't expect you to be working on it 24/7 just when you feel like it.

I am lucky enough to be running my own business and can be sat in front of a computer all day, I am semi retired but like to keep tabs on what's going on within the business. This is my hobby and I love every minute of it a challenge or two keeps my old brain in check lol
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Posted: 26th Jul 2017 23:05
I too am getting on a bit, I only work 4 day weeks these days and am also self employed. I have a few weeks off coming soon so I'll spend it unwinding with Game Guru, hopefully I'll have a brainwave or two and solve my modularisation problems.
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Tarkus1971
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Posted: 27th Jul 2017 08:21
this is awesome, i want this
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GraPhiX
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Posted: 27th Jul 2017 11:02
LOL I'm first ha ha ha

@Amenmoses - here is the hudlayer just extract hudlayer.zip to gamecore\hudlayers, joystick.lua into scriptbank and I have done a new cockpit with no joysticks and edited the FPE to use the hudlayer just extract to moose cockpit folder

I hope I have done this right
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GraPhiX
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Posted: 27th Jul 2017 11:41 Edited at: 27th Jul 2017 11:43
need a little help with the script, when the J key is pressed to drop joysticks I want the moose to re appear, I think I have to change the Destroy(e) part in the script, I would like to hide or temporarily remove the moose but when J is pressed 're spawn it' is this possible without clogging up the memory and speed of the map?

oh also when E is pressed to control the moose how do I set the camera to be in the moose? and when J is pressed put the camera back to default lol sorry for all the questions

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Bored of the Rings
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Posted: 27th Jul 2017 11:45 Edited at: 27th Jul 2017 11:46
will try these out later.....good job on this

I'll play around with the script and see what else I can do....
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Belidos
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Posted: 27th Jul 2017 12:38
Quote: "Destroy(e)"


Hide(e) and Show(e)

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GraPhiX
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Posted: 27th Jul 2017 13:15
thanks guys

will try that Belidos

been working on deployment this is a basic platform deployment will tidy it up a bit, mobile deployment is a little ambitious at the moment the poly count is really high got to look at reducing the quality/complexity of the moose this version has been decimated by 50%

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GraPhiX
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Posted: 27th Jul 2017 16:41
created a silo for the moose

WARNING video a bit rubbish and very very cheesy sorry


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Posted: 27th Jul 2017 17:39
I like this, gonna bookmark for future ref
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GraPhiX
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Posted: 27th Jul 2017 19:56
thank you more cheese tomorrow lol
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AmenMoses
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Posted: 27th Jul 2017 20:45


I'm obviously doing something wrong, either that or having a jetpack which isn't really a jetpack inside another entity has confused the lighting in GG!
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GraPhiX
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Posted: 27th Jul 2017 20:49 Edited at: 27th Jul 2017 20:58
lol I didn't know you were doing Avatar

are my textures in the hudlayer folder? the attached is what my folder looks like I am using the jetpack9.dds file too

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AmenMoses
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Posted: 27th Jul 2017 22:43
I had to rename joystick.x to jetpack9.x to make it show up, am I missing an fpe file or something?
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GraPhiX
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Posted: 27th Jul 2017 22:58
I think I may have boo booed try backing up all the jetpack9.dds files and change there names to joysticks.dds

I will double check the model in the morning its on my office PC
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GraPhiX
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Posted: 28th Jul 2017 09:28 Edited at: 28th Jul 2017 09:35
@Amenmoses - this is the FPE from the Moose Cockpit in the video above, I think what is different is you are moving the camera via your code where as I am using FPE and the joystick.lua.

Did you say the jetpack9 hud works fine? if so I may know what I have done, there was a black square in the middle of the screen on my first attempt and I deleted it, maybe that black square is some kind of 'overlay' marker, try the jetpack9 hud if it does work I will put that plane back in but set it to transparent.

the textures do not need renaming

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Posted: 28th Jul 2017 11:43 Edited at: 28th Jul 2017 11:44
Ahh. The cockpit has it's own Lua script. The joysticks needs a separate fpm and Lua script.

One problem we have is that although the player mechanics have been externalised by Lee it appears that the hud layer controls are still in the engine, i.e the bit that controls the animation of the hands and positioning of the mesh, it may be more sensible to just have the joystick model as a separate entity and I can position it via Lua control, that way I should be able to control the animations via script as well.
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GraPhiX
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Posted: 28th Jul 2017 11:51
Great thank you I will get right on it, atm I am optomising the moose entirely, I have knocked off over 5000 tris will do joystick for you now
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Posted: 28th Jul 2017 12:30
are these ok ? as far as I can tell button press is frames 170-200 do not use 1 - 27 looks weird lol down seems to be 201-210 up is 211-220 left is 221-234 right is 235 - 244

total frames is 302 I have included the UGH file too
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AmenMoses
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Posted: 28th Jul 2017 16:33 Edited at: 28th Jul 2017 16:36


So ... I had to flip the model 180 degrees around Y axis and in Lua raise it 27 units in Y axis. I tried raising it in Fragmotion and the hands and sticks parted company, 3d modelling apps make no sense to me at all.

Part of the problem is that when you reposition the player the origin point is not the players eye position but the hud elements are centred on the eye, I presume the player x,y,z in game is the position on the ground directly under the centre of the torso?

Also the animation is all pants, assuming the sticks control the direction of the mech, like steering a tank, and left button for guns, right for rockets then you'll need the following animation sequences at least:

1) Straight ahead, the default anim, both sticks level with hands on.
2) Left turn, left stick towards player, right stick away from player. (equates to A button press)
3) Right turn, left stick away from player, right stick towards player. (equates to D button press)
4) Guns - left button pressed down. (will equate to left mouse hold)
5) Guns - left button release. (will equate to left mouse release)
6) Rockets - right button press and release in one animation.

If you want to be able to rotate the 'turret' then possibly you'll need:

7) rotate to left, both sticks lean left.
8) rotate right, both sticks lean right.

(edited to add: and animations back to the default from each one of course)

Then, if you really want to go all in, all of the movements in addition to button presses!

You will probably also want an initial animation of the player grasping the controls, and one releasing them in preparation to exiting the mech.

I can probably limit the look around so that the player cannot look down to their non existent parts but it might help realism if the arms could be extended to the shoulders. Oh and maybe a few tattoos and shirt sleeves.
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GraPhiX
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Posted: 28th Jul 2017 16:41
eeekkk ok I will have another go you will have to bear with me it took me ages to do that, I will have to delete the animations and start with my own.

not sure how long it will take but I am sure I can do it
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Posted: 28th Jul 2017 17:33 Edited at: 28th Jul 2017 17:34
I wouldn't even know how to start!

Probably best to start off simple and do say the rocket button press animation first.

I'm going to figure out the positioning issues with what I've got now (i.e. rotated 180 degrees). It isn't far off where it needs to be at the moment I just need to get it right.
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