Product Chat / GameGuru Character Extravaganza

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cybernescence
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Playing: Cogwheel Chronicles
Posted: 19th Feb 2015 07:54


One of my favourites is the Elephant.

Anyone else got any classic or new characters to show off? I here there are some great dinosaurs out there
silversoulz
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Location: italy
Posted: 19th Feb 2015 08:18
great charters were you found them?they look cool
silver is light
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Pirate Myke
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Location: El Dorado, California
Posted: 19th Feb 2015 13:35
Looks like somebody has been busy. Great job. I like the animation of the winged demon dying. Good stuff.
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Jerry Tremble
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Posted: 19th Feb 2015 13:51
Very cool! I haven't even messed with any custom characters since 1.007 (I think). Will have to venture back into it now that it's more practical.
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 19th Feb 2015 17:20
That's cool!
I never deal with rigged chars.

3com
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wildman4
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Location: South Carolina
Posted: 19th Feb 2015 17:57
Very nice characters! Going to be selling any of them?
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cybernescence
GameGuru Master
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Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 11:30
@wildman4 - they are not mine to sell . I got the animals from arteria3d.com. Took a bit of messing about with the mesh files, but got them imported in the end.

The new character animation import/reference via the fpe is pretty good (to be able to use the built in AI commands and/or to list animation sequences for use in scripts) but non-standard height characters either float or sink in game when using ischaracter = 1. Hopefully Lee and team will sort this out ... think Lee mentioned it on his old blog, so fingers crossed, as it's nice to have large and small animated beasties roaming about using the AI/paths.

Jerry Tremble
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Posted: 21st Feb 2015 12:54 Edited at: 21st Feb 2015 12:55
Good to see them working! I have a lot of animals from arteria3d as well. I've only tried the sheep so far (back in v. 1.007) and the mesh got all deformed with the character shader. That was one of many reasons I stopped trying characters at the time (also, my old zombies had guns, and the explorer girl appeared to have skin cancer). All the rest of my animals remain in their original zipped format. I'm gonna have to sit down next weekend and get to work on a lot of this! I have a one year membership there. I hope he puts out some more cool stuff before it expires later in the year!
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science boy
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Location: Up the creek
Posted: 21st Feb 2015 13:11
i have the fantasy pack and have no idea how you did it. i tried going through the anims in the fpe. but some very odd and random and not quite fluent anims went on. in some cases nothing showed up at all. shame really, but well done to you, if ever you want to sell the rewrites or any clues on how the heck you did it would be great
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Jerry Tremble
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Posted: 21st Feb 2015 13:34
Do you know what/where all the animation frames are in the characters' .x file?
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 15:00
@ science boy - re the fantasy pack - using the 'Ogre' as an example:

First I put the .x through Rafhalzer's 'Mender'. This seemed to work OK, but the Ogre became invincible, so then had to adjust manually the .x file by changing the new .x as follows (using text editor):

Find this:



and replace with this



Do this another two times for Frame NoName_38 & Frame NoName_39 (replace the FrameTransformMatrix with the matrix with 1.00 and 0.00's only)

Here is the associated fpe (seems to work OK) - I derived the CSI values using the FPSC classic animations list - I may have translated some of them to wrong labels - (trial and error some of this :


science boy
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Posted: 21st Feb 2015 15:36
cybernescence thankyou very much indeed i will get back to you on the situation afteri attempt to do animer, it seems my attempts have odd body movements etc. so will keep you posted and again thanks
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cybernescence
GameGuru Master
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Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 15:49
I didn't need to use animer for the fantasy pack, just mender and then the fpe assigns the animations to the AI commands.

Hope it helps a bit. Cheers.
J_C
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Posted: 21st Feb 2015 22:47
cybernescence
Looks like Lee has given us a fix for the big characters....

Look at the Barbarian character FPE there are new variables

defaultheight = 10
skipfvfconvert= 1

Don't know what skipfvfconvert= 1 does
but the defaultheight raises the character off the ground ..
I set defaultheight=20 on my big T-Rex that had sunk up to his knees.. and now he walks on the ground..


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cybernescence
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Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 23:17
That's awesome - thanks for letting me know Appreciate it ...

Cheers.
J_C
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Posted: 22nd Feb 2015 13:29
Just a heads up...
I may have been just lucky...with my T-Rex...

I am trying to get the cartoon bunny to show his feet.. he is sunk into the ground...
but the defaultheight = ? does not seem to work as I expected ..
at defaultheight = 20 he is still in the ground at 21 he is floating 2 feet in the air...

The only way I could get the bunny to show his feet and walk on the ground is

Scale = 45
defaultheight = 0

He looks much better when you can see his feet...





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cybernescence
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Playing: Cogwheel Chronicles
Posted: 22nd Feb 2015 13:58
I can't get it work with oversize characters. Think 'defaultheight' might be a legacy command ... it works kind of, but not ideal for this issue? My characters either gradually sink through the floor now or are up high in the sky.

I don't think you need to have all the 'CSI' ranges filled in now in the fpe, which helps on the animation.

At least you got rex working
nuncio
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Posted: 23rd Feb 2015 12:37
ha ha great characters. spiders with exhaust pipes and i think there was a lara croft lookalike great.
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J_C
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Posted: 23rd Feb 2015 17:10
cybernescence
You are correct.. the defaultheight = value is not working for character models...

I took the defaultheight values out of my T-Rex fpe and he still walks on the ground..
So ignore anything I said in post above...
I had looked at the new Barbarian model saw the defaultheight variable and said yes I'll add this to my model..
without tyring my model first in GG.. just got over excited...

but I think it must be used for something as when I was adding it to my model in the editor it was raising off the ground
then falling back to ground level in test play...
I wonder if it is for static models so you can place them all at a certain height in your level..
I will have to check this out...?

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J_C
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Posted: 23rd Feb 2015 18:49
Well I have just added the defaultheight = 300 to my first floor room models FPE files

I then put down some ground level room models and then my new firstfloor room models
and boom they are staying at the correct firstfloor level...
they even stand in mid air with nothing below them..

This is the quickest I have ever placed these models in a level...

must do the rest and start building... good one Lee..
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GoDevils
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Location: Arizona USA
Posted: 24th Feb 2015 02:15
I've used mender and Animer to convert FPSC characters. There are plenty of zombies and soldiers, but very few just regular folk. Back many months ago there was talk of a Character Creator for Reloaded, whatever happened??

a) We need more regular folk characters, and/or a way to make changes to existing characters such as different clothing, hair color etc. (without loosing the bones and base animations)

b) It would be nice to have an extended range of normal folk animations. For example, the only sitting animation is spread leg, not very good to use with a female. We need more walking, talking, and other everyday animations for games other than just shooting.
"There is no spoon"
Jerry Tremble
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Posted: 24th Feb 2015 02:29
Quote: " there was talk of a Character Creator for Reloaded, whatever happened??"


The character creator is being worked on, in fact, from what I understand, it will come about before the conkit. (Not the sequence I would have expected, but cool, nonetheless!)

Quote: " We need more regular folk characters, and/or a way to make changes to existing characters such as different clothing, hair color etc. (without loosing the bones and base animations)"


I assume that's how the character creator would work, but I really don't know. Seems the most practical. You could alter the existing meshes and texures now if you're talented enough. I know I'm not!

Quote: "It would be nice to have an extended range of normal folk animations. For example, the only sitting animation is spread leg, not very good to use with a female."


Must all your women folk wear skirts? And if so, so? Just kidding, man! I agree! Did you get any rain up there today?
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GoDevils
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Location: Arizona USA
Posted: 24th Feb 2015 03:14
@ Jerry,

Just a little sprinkle. We should be back to 80 and sunny later in the week. My Wife's visiting in Atlanta, and all she says is she wants to come home. This is why we live here!!!

Anyway, yea, I can get the character mesh into MilkShape, but not the bones, so I can't make changes and then re-add the animations through Animer. I'm hoping this Character Creator will do that job.

I understand that additional animations can be added through Animer (to existing characters), but I do not yet know how?

Thanks Again
Go Devils
"There is no spoon"
Jerry Tremble
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Posted: 24th Feb 2015 03:25
We got a few sprinkles here as well. In fact, it just rained, and done in ten minutes.

I have animer but have only used it to convert characters from Classic to Reloaded. I suck at animation (and anything artistic!), yet I have several applications that can help do it, and over the years have developed a few elaborate pipelines getting things from one application to another via many different formats. Conversion between applications is always dicey at best, but I've had some successes. I really have no advice in that area. 3ds Max seems to be the all in one solution (so many people use it) but the closest I've come to that is GMax from the days of yore! It's a wee bit out of my budget.
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Jerry Tremble
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Posted: 24th Feb 2015 03:34
I haven't used Milkshape in a couple years, but I'm pretty sure you CAN import the skeleton, I think you can use the Merge function. The skeleton of course, can't be in .x format, but can be on export. I don't currently have it installed on any of my PCs currently in use. You would, however, have to reassign every vertex (with weights) to each bone (or joint, as they are called in MS), which I've tried many times and they all have ended up looking funky. At least for biological entities, anyway. I'd just as soon pay for the assets.
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