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

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GraPhiX
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Posted: 28th Jul 2017 18:18
I have been rigging the moose today, fragmotion is good but as a steep learning curve, anyhow I have reduce the polys by 5k I will do you the new components asap then you can test with a few on screen

I have done the deployment platform I'm quite pleased with it what do you guys think? (sorry cheesy video alert)



I will now start making decent arms and joystick control, will upload asap thanks Amenmoses I really appreciate your time and efforts
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Posted: 28th Jul 2017 19:06
Latest state of in cockpit control, got the positioning looking ok now:

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Posted: 28th Jul 2017 19:33
Forgot to mention the 'R' key, press it and ...

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GraPhiX
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Posted: 28th Jul 2017 19:44 Edited at: 28th Jul 2017 21:02
WOW that's brilliant mate third person as well very cool

The synopsis you did, what kind of enemy/opponent do you think, I think it needs to something bigger than Moose?

Oh I forgot to mention I have made the ankle, knee and hip joints longer so you might be able to get the moose crouch a little lower
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granada
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Posted: 28th Jul 2017 21:29
Keep coming back to see what progress you two have made on this.very nice ,looking better all the time.great work guys.

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GraPhiX
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Posted: 28th Jul 2017 21:50
thanks Dave its been a learning curve for me its been real fun
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Posted: 28th Jul 2017 23:10
Well you are still in first person mode but the camera is now outside, I will have to work some magic with the code to have the camera follow around in some sort of sensible way, I could even have a top down view if you want.

Think I've finally worked out the logic I need to walk around properly. My first attempt looked ok but was a complete miss-mash of ideas, some of which worked well but others were not so good, he kept falling through the terrain or suddenly jumping way up in the air.
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Posted: 29th Jul 2017 00:01 Edited at: 29th Jul 2017 00:07
top down view would be brilliant, your scripting is genius, I never expected all of this and now I am concerned Moose is not good enough for your scripts, I cannot even texture properly, having a Mech in GG is brilliant and to be able drive it / control it is fantastic, thank you Amenmoses for all that you have done I really do appreciate your talents.

I am working on a weapon change amination for the collectable weapons I just need a better weapon design and collectable ammunition, mobile deployment is also on my list I think the platform deployment is ok for now, I have made some empty silos too they were 1200k poly count I now have them less than 500 without losing detail.

I need some ideas for decals too not sure how to create them lol another thing to learn

with the DX11 upgrade I'm hoping particles will be available would love to have a windscreen wiper on the cockpit

also need some decent sound effects Tarkus has made some brilliant sounds I need to utilise them in the correct context.

and if anyone has any ideas please chip in this is a community project anyone can voice an opinion

I am hoping once this is complete Lee will add it as a mech pack for GG
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Posted: 29th Jul 2017 00:29
Well, what can I say?

Very cool... Great stuff guys. Pushing GG boundaries I think....

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GraPhiX
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Posted: 29th Jul 2017 14:28
here is a bit of scenery a static silo, the one used to deploy Moose but not the deployment one (will upload that eventually)

default is in the ground but it can go on top of the terrain

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AmenMoses
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Posted: 29th Jul 2017 15:19
This vid looks pretty much like the previous ones but it in fact shows off the ray casting instructions.

Previously I was simply working out where the shot would hit the terrain using the terrain height instructions and putting the bullet hit decals at that point (plus a small random factor for better effect) but now I have replaced that code with ray casting to detect any object that is hit before it reaches the terrain, the debugging numbers you can see are the object number (0 = terrain) and a number specifying whether it is choosing the terrain (1) or object (2) to work out where to put the decals. Took me ages to get it working right!

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GraPhiX
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Posted: 29th Jul 2017 15:28
very cool well done, I wonder what planet that missile hit lol
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GraPhiX
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Posted: 29th Jul 2017 17:19
@Amenmoses - here are the new components optimised

I could not upload it here too big lol http://www.hampsonsit.co.uk/downloads/moose.zip
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GraPhiX
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Posted: 1st Aug 2017 14:33
I am working on a base for Moose and have hit a snag ! I want I to be sub-terrain so there are tunnels connecting the silo's etc the problem I am having is the terrain 'in fills' my model is there anyway to put a kind of 'boundary' on the model so that when it goes into the ground the terrain only fills up to the boundary of the model so that the shape of the model cuts into the terrain, I am sure this would be possible I know water would either have to be lowered or turned off but water it self as a boundary to the level of the edge of the terrain and the water will leave a hole if you turn water off.

is there anything I can do?

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GraPhiX
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Posted: 1st Aug 2017 15:48
this is the effect I am looking for without the fake terrain if possible

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granada
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Posted: 1st Aug 2017 17:33
I think the only way is to build a top around the silo and make the hole bigger to fit the silo and tunnel in at the moment.

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GraPhiX
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Posted: 1st Aug 2017 20:17
Hi Dave
yeah I really wanted to have terrain above the tunnels, I wanted to create missile craters and things

people have been asking for terrain brushes of different shapes and sizes, I think it would be possible to use the code from the terrain tools and apply them to entities so that the entity would deform the terrain by the entity shape i.e a square cube would create a square hole, we could have another property on the entity tab a 'deform terrain' property and if set to say =1 it would push the terrain out as you pushed the entity in the terrain this would then kill two birds with one stone user creatable terrain tools and the option of underground levels

I know GG is now ported over to C++ but I think originally it was DBPro so that legacy option must still be viable to port to LUA just thinking allowed LOL
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AmenMoses
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Posted: 2nd Aug 2017 20:33 Edited at: 2nd Aug 2017 20:36
I'm going off grid next week, holidaying down in Dorset so no internet for a week or so.

I intend to return with a fully functional Moose, currently he is sort of staggering around like a short sighted drunk (like me in other words) but I have had a brain wave ... gone are any ideas of generalising and modularising for other mechs, I'm just going for a bespoke Moose only solution.

Before I go could you possibly have a go at splitting the shin and thigh pieces into two with one piece fitting inside the other as if they are hydraulic? Also could you replicate the hip connection shape at the knee end, if you get what I mean, so the knee is curved as well? I think with those changes I can get him to sit down on his haunches realistically and also make the steps smoother. I may only need the shin 'hydraulic' if the knee is curved enough so the body of the two pieces don't collide when folded more than 45 degree angle.

The basic walking gate would be; lift foot whilst hydraulic part moves upwards, swing foot back whilst knee rises and hip rotates outwards if turning, shin swings forward whilst hydraulic part extends and knee moves down until foot makes contact. This foot now becomes 'fixed', other foot is raised whilst 'fixed' leg fully extends whilst rotating at the hip only and non-fixed leg then goes through the same sequence unit foot contact, rinsed repeat. The tricky part is that the free leg rotates at the hip to turn then when it becomes 'fixed' the hip rotates and moves back until the angular change is cancelled out, this makes the entire top half plus other leg rotate around leading to a much smoother and more natural movement. Everything will be controlled relative to the fixed foot which if you think about it is exactly how your own legs work.

Collision detection is then limited to the free foot which makes more sense as the fixed foot cannot collide with anything as it isn't moving, currently I have both feet trying to control things which leads to strange jerky movement.

Edited to add: I just read that back and didn't understand it myself, oh well trust me it will look awesome.
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GraPhiX
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Posted: 2nd Aug 2017 20:56
ha ha ha I think I get it
I will get this done for you tomorrow, have you tried the new pieces? I did extend the joints slightly.

so ball joint at knee but you want either end of ball joint going inside thigh and shin with room for up and down movement?
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AmenMoses
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Posted: 2nd Aug 2017 22:23 Edited at: 2nd Aug 2017 22:36
No not a ball joint just extend the joint slightly and bend it to match the hip end.

When you look at the shin and thigh parts they appear as if they are hydraulic in nature, i.e. they can expand and contract, it just makes sense to me to split them in two parts with one part sliding inside the other. We may not need both to do this but at least try it out on the shin part and see how that works.

Edited to add:

Looking at the attached picture (I've rotated the thigh 180 degrees) if the 'knee' joing is elongated a bit so the two parts do not touch then I could get about 60 degrees or so of angle.

Also the bottom (grey) part of the shin it looks like it slides up and down wrt to the top (green) part. If these were two parts I could make them slide so the shin could extend and retract to act like suspension and smooth out the ride.
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GraPhiX
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Posted: 2nd Aug 2017 22:43
thank you I get it now ok no problem I can do that, will have it done in the morning

I hope you have a really good holiday and the sun shines for you
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GraPhiX
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Posted: 3rd Aug 2017 13:46
Think I have it right now I have had to split the zip into 2 just merge them together in the same folder
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AmenMoses
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Posted: 3rd Aug 2017 20:04
Looks rather uncomfortable for Moose but still too high to climb in.

Of course here is one solution.
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GraPhiX
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Posted: 3rd Aug 2017 20:16 Edited at: 3rd Aug 2017 20:21
LMAO should have put a toilet under him ha ha ha

think I have an idea, I will change the cockpit slightly and put two hydraulic arms under the chassis so that the cockpit can go up and down about 7 or 8 feet how does that sound?
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granada
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Posted: 3rd Aug 2017 20:56
Quote: "think I have an idea, I will change the cockpit slightly and put two hydraulic arms under the chassis so that the cockpit can go up and down about 7 or 8 feet how does that sound?"
.

Sounds like a plan to me .

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AmenMoses
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Posted: 3rd Aug 2017 22:46
Sounds a bit complicated, a little ladder attached to the front would be simpler. Maybe have it fold underneath when not needed.
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GraPhiX
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Posted: 4th Aug 2017 09:35
Quote: "Sounds a bit complicated"


In what respect? do you mean to script or model? as far as a ladder is concerned would it be just for appearences? so that it looks like you can get in?

How did the new Moose fair with frame rate btw?
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GraPhiX
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Posted: 4th Aug 2017 15:48
experimenting with fragmotion, doing a walking animation is very difficult, it is hard to make it look right its took me all day just for this lol

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Belidos
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Posted: 4th Aug 2017 16:00
It's knees don't go up high enough and the lower legs don't go forward or backward enough.

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GraPhiX
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Posted: 4th Aug 2017 16:12
yeah I think I need to watch someone walk on the spot and take it from there
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Belidos
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Posted: 4th Aug 2017 17:09
To be honest, something like this I would have made with reversed knee joints, like most other creatures on this planet, it's the most stable design for a top heavy body.

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Bored of the Rings
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Posted: 4th Aug 2017 17:21
I am captivated by this thread, really good stuff guys.....I will keep watching
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Posted: 14th Aug 2017 21:54


Got a bit distracted by the zones thingy but haven't forgotten Moose.
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Pirate Myke
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Posted: 15th Aug 2017 00:02
Still impressive work. Thanks for sharing.
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GraPhiX
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Posted: 15th Aug 2017 10:14
Quote: "Got a bit distracted by the zones thingy but haven't forgotten Moose."


LOL its ok

I hope you had a good holiday, just one little observation I think he lifts his knees a tad to high
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Posted: 15th Aug 2017 19:28
He needs to in order to step over stuff, that's the first example from the reworked version btw, the animation sequences are now in lists so I can tweak them till they look convincing, the hydraulic shin helps a lot to make it less jerky.
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GraPhiX
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Posted: 15th Aug 2017 19:40
sorry I wasn't being picky lol it is awesome I will start on the textures soon, just let me know when you are 100% with the mesh and I will start to unwrap it (gulp) something else to learn
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GraPhiX
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Posted: 17th Aug 2017 11:32 Edited at: 17th Aug 2017 11:36
3 weeks of work still refining Cheesy video on way

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Posted: 17th Aug 2017 12:27
I sort of like that I think .sort of human mech .

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GraPhiX
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Posted: 17th Aug 2017 12:34
Quote: "I sort of like that I think .sort of human mech ."


Hi Dave thank you for looking yes I am going to reduce the animation speed eventually and scale him up, he even does a karate kick now lol
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Posted: 17th Aug 2017 13:11
Mickey and Mini-Moose

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Posted: 17th Aug 2017 21:03 Edited at: 17th Aug 2017 21:04
Crazy,but great fun to watch .

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Posted: 17th Aug 2017 21:44
Quote: "Crazy,but great fun to watch"


thanks Dave, Amenmoses told me to learn animation, so I did lol.
the rig I have made is not for the moose Amenmoses is scripting the Moose for me it is for something else I am working on to compliment Moose I just wanted to test AI with the rig
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GraPhiX
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Posted: 21st Aug 2017 15:29
this is what the rig was for once Amen has finished his magic I will put them together

I have uploaded him to my free models thread if anyone would like him

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Posted: 27th Sep 2017 17:50
trying to apply a bit of what I have learned on the moose, got a slight snag though transparency is not working right, I have it set to 5 in FPE but at certain angles I can see right through the moose, anyone know what I have done wrong

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Posted: 28th Sep 2017 11:38 Edited at: 28th Sep 2017 11:38
anyone use or tried 3DCoat? need a little help with glass lol

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Bored of the Rings
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Posted: 28th Sep 2017 16:35
really enjoying this project (is one of my favourites on the forums) - not a clue about 3DCoat I'm afraid. I'm sure someone will be able to help.
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Posted: 29th Sep 2017 05:30
Make sure the glass is added to the model last is one of the requirements to fix this. Having said that I have never been able to get glass working properly, except when it is a separate entity which is fine on a static model, but just makes it harder if you want things to move.

The are a few threads that discuss this problem, if you search 'glass' or 'transparency' they should show up, but there are a couple of conflicts regarding the FPE setting to use.

Bottom line is that Game Guru does not handle transparency properly, hopefully Lee will get it sorted one day.....

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Posted: 29th Sep 2017 20:16
Quote: "Bottom line is that Game Guru does not handle transparency properly, hopefully Lee will get it sorted one day....."


Hoping it will come with this new update,lots of shader work going on .

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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 30th Sep 2017 16:53
Quote: "Bottom line is that Game Guru does not handle transparency properly"


Some frustration with the holograms in my game makes me agree with this statement. An in-art-program transparency of 80% is already barely visible in GG.

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