User talk:Bobbysoon: Difference between revisions

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=[http://ekipebu.co.cc Under Construction! Please Visit Reserve Page. Page Will Be Available Shortly]=
=Iron Demon creation related=
=Iron Demon creation related=
==Model/Outline==
==Model/Outline==
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::[[Image:1999_Trailer_ID_fight.jpg]]  [[Image:Iron%20Demon%20new%20size.jpg]]
::[[Image:1999_Trailer_ID_fight.jpg]]  [[Image:Iron%20Demon%20new%20size.jpg]]


::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.  
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.  
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
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::::::::Don't know if anyone else can say anything about scale, but for me, because the proportions of the ID will change when those corrections are made, I don't think I will be able to accurately compare the current model's scale to the old one until then.
::::::::Don't know if anyone else can say anything about scale, but for me, because the proportions of the ID will change when those corrections are made, I don't think I will be able to accurately compare the current model's scale to the old one until then.
::::::::My general impression, though, is that the current model's top is too large, but that the feet are fine. So if one focuses first on the top, the whole model seems too large, but if one starts at the feet, the conclusion one reaches is that the head and arms are too big. I've been viewing things from the "feet first" perspective, which is why I listed a bunch of "make this smaller" corrections for the top half and none for the feet. The other approach would of course be to scale the <u>whole</u> thing down and then scale the feet <u>up</u>. But I figured, "Let's use the feet as our standard ruler and modify what is out of proportion to the feet".
::::::::My general impression, though, is that the current model's top is too large, but that the feet are fine. So if one focuses first on the top, the whole model seems too large, but if one starts at the feet, the conclusion one reaches is that the head and arms are too big. I've been viewing things from the "feet first" perspective, which is why I listed a bunch of "make this smaller" corrections for the top half and none for the feet. The other approach would of course be to scale the <u>whole</u> thing down and then scale the feet <u>up</u>. But I figured, "Let's use the feet as our standard ruler and modify what is out of proportion to the feet".
::::::::P.S.: I take back what I said about the head width in #5, there's no way it's too wide across the top. But it's definitely longer than the old head. As I mentioned, adding some kind of tapering from underneath on the back of the head will probably help too. --[[User:Iritscen|Iritscen]] 18:35, 9 September 2009 (UTC)
::::::::P.S.: I take back what I said about the head width in #5, there's no way it's too wide across the top. But it's definitely longer than the old head. As I mentioned, adding some kind of tapering from underneath on the back of the head will probably help too. --[[User:Iritscen|Iritscen]] 18:35, 9 September 2009 (UTC)
::::::::::I disagree with your taking back #5 - I think it is a bit too wide, and I think it's only thicker along the back half of it's top in the video. It does look to me like the wings/arm-shields are meant to appear as being part of the body - that the wing's base tapers into the body.  --[[User:Bobbysoon|Bobbysoon]] 05:31, 12 September 2009 (UTC)
::::::::::I disagree with your taking back #5 - I think it is a bit too wide, and I think it's only thicker along the back half of it's top in the video. It does look to me like the wings/arm-shields are meant to appear as being part of the body - that the wing's base tapers into the body.  --[[User:Bobbysoon|Bobbysoon]] 05:31, 12 September 2009 (UTC)
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[[Image:OniBattle.jpg]]
[[Image:OniBattle.jpg]]


:Hmm, it doesn't look that different to me, overall. What do you mean about the &quot;tail tip thing&quot;?
:Hmm, it doesn't look that different to me, overall. What do you mean about the "tail tip thing"?
:As for the arms, not sure I understood what you meant. They are further back here than on our model, but that matches the trailer model, doesn't it? --[[User:Iritscen|Iritscen]] 01:41, 21 September 2009 (UTC)
:As for the arms, not sure I understood what you meant. They are further back here than on our model, but that matches the trailer model, doesn't it? --[[User:Iritscen|Iritscen]] 01:41, 21 September 2009 (UTC)


::I mean the upper arms. In the trailer, the arms are mounted to the body. In this pic, they're mounted to the tail thing. --[[User:Bobbysoon|Bobbysoon]] 03:00, 21 September 2009 (UTC)
::I mean the upper arms. In the trailer, the arms are mounted to the body. In this pic, they're mounted to the tail thing. --[[User:Bobbysoon|Bobbysoon]] 03:00, 21 September 2009 (UTC)


:::Oh, I see. Interesting. That doesn't look too bad, in Mullins' painting. Looking again at the other reference pics, are we sure that the original model didn't actually have the arms mounted that far back? Since we can see that the &lt;u&gt;cannons&lt;/u&gt; (or forearms) are mounted further back on the original, and our model has a longer &quot;body&quot; piece than the original, might the arms not actually be attached behind the body on the original? That being said, Mullins seems to have the arms mounted on the tail at the very top, and they're pretty clearly lower on the trailer ID. --[[User:Iritscen|Iritscen]] 14:30, 21 September 2009 (UTC)
:::Oh, I see. Interesting. That doesn't look too bad, in Mullins' painting. Looking again at the other reference pics, are we sure that the original model didn't actually have the arms mounted that far back? Since we can see that the <u>cannons</u> (or forearms) are mounted further back on the original, and our model has a longer "body" piece than the original, might the arms not actually be attached behind the body on the original? That being said, Mullins seems to have the arms mounted on the tail at the very top, and they're pretty clearly lower on the trailer ID. --[[User:Iritscen|Iritscen]] 14:30, 21 September 2009 (UTC)


::::The arms appear to me to be mounted into mid-torso in the trailer, judging by later frames of the clip with it advancing straight at you, but it's hard to tell.  
::::The arms appear to me to be mounted into mid-torso in the trailer, judging by later frames of the clip with it advancing straight at you, but it's hard to tell.  
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:::::::I am pretty sure that they won't remember anything, that they don't have the original model, and that we'll be annoying them. You wouldn't know this, bobby, but they've already been written a good number of times. --[[User:Iritscen|Iritscen]] 00:40, 22 September 2009 (UTC)
:::::::I am pretty sure that they won't remember anything, that they don't have the original model, and that we'll be annoying them. You wouldn't know this, bobby, but they've already been written a good number of times. --[[User:Iritscen|Iritscen]] 00:40, 22 September 2009 (UTC)


::::::Let's not and say we did ^_^. I'm fine personally with the arms being attached in back, although I would think this will require a little more work, since right now the arms just go into the body with no &quot;bridging&quot; detail, and if the backs of the arms are exposed, that might look odd without adding  a joint or connector of some kind where the arm attaches to the tail. --[[User:Iritscen|Iritscen]] 20:08, 21 September 2009 (UTC)
::::::Let's not and say we did ^_^. I'm fine personally with the arms being attached in back, although I would think this will require a little more work, since right now the arms just go into the body with no "bridging" detail, and if the backs of the arms are exposed, that might look odd without adding  a joint or connector of some kind where the arm attaches to the tail. --[[User:Iritscen|Iritscen]] 20:08, 21 September 2009 (UTC)


:::::::I was thinking joint connector too - something like this:
:::::::I was thinking joint connector too - something like this:
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::::I see what you mean, Gumby, I hadn't consciously thought that before but I did think to myself that it was shaded very softly. Does this model have smoothed normals? Because we probably don't want that on a mechanical model, right? --[[User:Iritscen|Iritscen]] 12:54, 22 October 2009 (UTC)
::::I see what you mean, Gumby, I hadn't consciously thought that before but I did think to myself that it was shaded very softly. Does this model have smoothed normals? Because we probably don't want that on a mechanical model, right? --[[User:Iritscen|Iritscen]] 12:54, 22 October 2009 (UTC)
:::::It has smoothing groups applied. I haven't yet gotten into vertex normals. --[[User:bobbysoon|bobbysoon]]
:::::It has smoothing groups applied. I haven't yet gotten into vertex normals. --[[User:bobbysoon|bobbysoon]]
::::::Hmm, smoothing groups... that could be what is making it feel a bit soft. Also, and this is probably a question for EdT, were this model's normals smoothed during import with OniSplit? I think the option &quot;-normals&quot; has to be used, but I want to make sure. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)
::::::Hmm, smoothing groups... that could be what is making it feel a bit soft. Also, and this is probably a question for EdT, were this model's normals smoothed during import with OniSplit? I think the option "-normals" has to be used, but I want to make sure. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)
:::::::I used the TRBSiron_demon.oni that Bobby included in his latest update.  So that question goes back to Bobby. :-) [[User:EdT|EdT]]
:::::::I used the TRBSiron_demon.oni that Bobby included in his latest update.  So that question goes back to Bobby. :-) [[User:EdT|EdT]]




Besides that obvious issue, we are liking the changes in almost all cases. However, some new information has come to light about the &quot;fanny pack&quot;, which we had previously agreed you should make smaller. Alex Okita informed us that it was going to be the ID's weak point. I don't know yet if we will be going with that original intent in our design of the ID fight, but I think we should at least leave it as a possibility. That means we should probably bring it up a lot closer to the original size in 17secs' model. It did seem to be larger in his model than it was in the trailer, but now it might be even smaller than the one in the trailer, and, in light of this new information, I'm sure you agree that we want to get it as close to the trailer size as possible, since we're now talking about a (potentially) critical piece of the model. --[[User:Iritscen|Iritscen]] 04:06, 20 October 2009 (UTC)
Besides that obvious issue, we are liking the changes in almost all cases. However, some new information has come to light about the "fanny pack", which we had previously agreed you should make smaller. Alex Okita informed us that it was going to be the ID's weak point. I don't know yet if we will be going with that original intent in our design of the ID fight, but I think we should at least leave it as a possibility. That means we should probably bring it up a lot closer to the original size in 17secs' model. It did seem to be larger in his model than it was in the trailer, but now it might be even smaller than the one in the trailer, and, in light of this new information, I'm sure you agree that we want to get it as close to the trailer size as possible, since we're now talking about a (potentially) critical piece of the model. --[[User:Iritscen|Iritscen]] 04:06, 20 October 2009 (UTC)
:I had been thinking the control pad would be a good weak point, and it'd be a challenge to hit. But I could rescale that part. What kind of rescaling are we talking about? --[[User:Bobbysoon|Bobbysoon]] 01:34, 25 October 2009 (UTC)
:I had been thinking the control pad would be a good weak point, and it'd be a challenge to hit. But I could rescale that part. What kind of rescaling are we talking about? --[[User:Bobbysoon|Bobbysoon]] 01:34, 25 October 2009 (UTC)
::''&quot;What kind of rescaling are we talking about?&quot;'' I was localizing images that are externally-linked to from the wiki the other day when I came across this one that isn't in the collection on your user page:
::''"What kind of rescaling are we talking about?"'' I was localizing images that are externally-linked to from the wiki the other day when I came across this one that isn't in the collection on your user page:


::http://ssg.oni2.net/subfold/oldpics/images/oni_10.jpg
::http://ssg.oni2.net/subfold/oldpics/images/oni_10.jpg


::To me, it looks like 17secs was actually pretty much on the money with the &quot;the big drums of ammo hanging from its butt&quot; (I neglected to mention before that Okita told us that's what they were, hence why BW planned on them being a weak point). So, unless it's just me, it looks like the drum was supposed to be that big after all. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)
::To me, it looks like 17secs was actually pretty much on the money with the "the big drums of ammo hanging from its butt" (I neglected to mention before that Okita told us that's what they were, hence why BW planned on them being a weak point). So, unless it's just me, it looks like the drum was supposed to be that big after all. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)


==Weapons==
==Weapons==
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* Where will the weapons be on the mech?
* Where will the weapons be on the mech?
:* Chainguns are a &quot;duh&quot;, but what about the other weapons? (Edit: Actually, Loser brought up the idea of making the barrels PAR3s attached to the model, so they can rotate when they fire, is that doable?)
:* Chainguns are a "duh", but what about the other weapons? (Edit: Actually, Loser brought up the idea of making the barrels PAR3s attached to the model, so they can rotate when they fire, is that doable?)
:* The homing missile launcher could be mounted on the back of the ID, pointing up (could be a simple hole in the existing model's upper back) because it would allow firing in all directions, and also, it would simply look cool for the missile to fire up, and come arcing down to chase Konoko around corners as she runs.
:* The homing missile launcher could be mounted on the back of the ID, pointing up (could be a simple hole in the existing model's upper back) because it would allow firing in all directions, and also, it would simply look cool for the missile to fire up, and come arcing down to chase Konoko around corners as she runs.
:* The chin gun (is it still there?) could be altered to look like it can fire gas grenades.
:* The chin gun (is it still there?) could be altered to look like it can fire gas grenades.
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::::::I had a chat with Loser yesterday and he will work on the explosion.  So we can leave it in his hands :-) [[User:EdT|EdT]]
::::::I had a chat with Loser yesterday and he will work on the explosion.  So we can leave it in his hands :-) [[User:EdT|EdT]]


::::::I didn't realize it was that huge. Just add the &lt;FadeToDeath&gt; tag (or whatever its called) to the &lt;Start&gt; tag of the particle. [[User:Gumby|Gumby]] 17:59, 7 September 2009 (UTC)
::::::I didn't realize it was that huge. Just add the <FadeToDeath> tag (or whatever its called) to the <Start> tag of the particle. [[User:Gumby|Gumby]] 17:59, 7 September 2009 (UTC)


[http://http.loser.oni2.net/Anniversary/ID_explo_final_more_debris.zip HERE] are files for Iron Demon explosion. Video demonstration [http://http.loser.oni2.net/Videos/ID_explo_final.wmv HERE]. UPDATED FILES - more debris is spawned and it flies a bit slower than before ( didn't like it )
[http://http.loser.oni2.net/Anniversary/ID_explo_final_more_debris.zip HERE] are files for Iron Demon explosion. Video demonstration [http://http.loser.oni2.net/Videos/ID_explo_final.wmv HERE]. UPDATED FILES - more debris is spawned and it flies a bit slower than before ( didn't like it )
:I have read that Iron demon was scaled. Somebody will have to scale &quot;torn off&quot; particles and position them so they spawn at respective places to make it look like these are really torn &quot;arms&quot; and &quot;legs&quot; of Iron Demon.
:I have read that Iron demon was scaled. Somebody will have to scale "torn off" particles and position them so they spawn at respective places to make it look like these are really torn "arms" and "legs" of Iron Demon.
::ID_explo_e02 - here you can set positions ( in respective emitters ) where &quot;torn off parts&quot; particles are spawned.  
::ID_explo_e02 - here you can set positions ( in respective emitters ) where "torn off parts" particles are spawned.  
::ID_explo_p03 - torn off arms
::ID_explo_p03 - torn off arms
::ID:explo_p04 - torn off foot which is standing then explodes
::ID:explo_p04 - torn off foot which is standing then explodes
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:Wow, thats really cool! Nice work! Is there a death animation we can give it? I think a shaking/spazzing animation would be good.  --[[User:Bobbysoon|Bobbysoon]] 20:30, 13 September 2009 (UTC)
:Wow, thats really cool! Nice work! Is there a death animation we can give it? I think a shaking/spazzing animation would be good.  --[[User:Bobbysoon|Bobbysoon]] 20:30, 13 September 2009 (UTC)
:::That is up to you ( you are animation artist ^_^ ). I can only tell you that when killed by particle attacks ( shots/blasts), engine looks for animation knockdown_head or for blownup animation. But since Iron Demon is going to have permanent &quot;canttouchthis&quot; ( so cannot be thrown or knockdowned ) it will be a bit easier. Make some nice death animation and give it to ID as its knockdown_head and blownup AnimType animations. That should be enough.
:::That is up to you ( you are animation artist ^_^ ). I can only tell you that when killed by particle attacks ( shots/blasts), engine looks for animation knockdown_head or for blownup animation. But since Iron Demon is going to have permanent "canttouchthis" ( so cannot be thrown or knockdowned ) it will be a bit easier. Make some nice death animation and give it to ID as its knockdown_head and blownup AnimType animations. That should be enough.


:: Awesome work!  Thank you so much!  My version of the Boom video: http://edt.oni2.net/temp/ID_Boom2.wmv  [[User:EdT|EdT]]
:: Awesome work!  Thank you so much!  My version of the Boom video: http://edt.oni2.net/temp/ID_Boom2.wmv  [[User:EdT|EdT]]
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= Forumish disorder =
= Forumish disorder =
&lt;span style=&quot;color:#808080&quot;&gt;I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?&lt;/span&gt;
<span style="color:#808080">I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>


--[[User:Bobbysoon|Bobbysoon]] 20:53, 31 August 2009 (UTC)
--[[User:Bobbysoon|Bobbysoon]] 20:53, 31 August 2009 (UTC)
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::I think you're going to be the trailblazer in this area of Oni Modding. :-) I have limited experience with 3D models, so I don't know if the hierarchy can be changed, but my guess is that you can't. The Oni engine is probably expecting a certain parent child relationship with each of the body parts.  As regards the names, I suppose you could make a quick test of a current model, change the part names and see what happens. [[User:EdT|EdT]]
::I think you're going to be the trailblazer in this area of Oni Modding. :-) I have limited experience with 3D models, so I don't know if the hierarchy can be changed, but my guess is that you can't. The Oni engine is probably expecting a certain parent child relationship with each of the body parts.  As regards the names, I suppose you could make a quick test of a current model, change the part names and see what happens. [[User:EdT|EdT]]


::You should be able to rename the bones, the names are used by OniSplit only to ensure that the children of a bone have the same order as in the original Oni skeleton. As for changing the hierarchy, hmm, that should work in theory, after all that's why [[TRIA]] exists. However in practice the engine might use hard coded bone indices. For example I have no idea how the engine knows which bone to attach a weapon to, it's not like in [[TRIA]] or somewhere else there's a flags that tells &quot;this is the right hand&quot;. [[User:Neo|Neo]]
::You should be able to rename the bones, the names are used by OniSplit only to ensure that the children of a bone have the same order as in the original Oni skeleton. As for changing the hierarchy, hmm, that should work in theory, after all that's why [[TRIA]] exists. However in practice the engine might use hard coded bone indices. For example I have no idea how the engine knows which bone to attach a weapon to, it's not like in [[TRIA]] or somewhere else there's a flags that tells "this is the right hand". [[User:Neo|Neo]]
:::If all else fails, we can use particle based attacks. We could have up to six different attacks (P, K, J+P, J+K, C+P, C+K), or more if we utilized the combo system sneakily, so its not a huge problem. Recoil would be accomplished with a custom attack animation. These &quot;weapons&quot; would be completely built in though. I'm not sure how we would accomplish aiming though. The other possibility is to give it a dummy weapon and give the recoil animations particle attacks. We would be limited to two aiming attacks and two non aiming attacks though. (Using primary fire, secondary fire, jump, and crouch). We can burn those bridges when we come to them I suppose. When I get home I'll have to test out some AI behavior. Also, an image of the bone structure you are using might be nice. Having extra bones for a &quot;vulnerable&quot; part or retractable weapon would be cool. [[User:Gumby|Gumby]] 14:19, 1 September 2009 (UTC)
:::If all else fails, we can use particle based attacks. We could have up to six different attacks (P, K, J+P, J+K, C+P, C+K), or more if we utilized the combo system sneakily, so its not a huge problem. Recoil would be accomplished with a custom attack animation. These "weapons" would be completely built in though. I'm not sure how we would accomplish aiming though. The other possibility is to give it a dummy weapon and give the recoil animations particle attacks. We would be limited to two aiming attacks and two non aiming attacks though. (Using primary fire, secondary fire, jump, and crouch). We can burn those bridges when we come to them I suppose. When I get home I'll have to test out some AI behavior. Also, an image of the bone structure you are using might be nice. Having extra bones for a "vulnerable" part or retractable weapon would be cool. [[User:Gumby|Gumby]] 14:19, 1 September 2009 (UTC)
::::Vulnerable parts might also be doable with 3D particles. --[[User:Iritscen|Iritscen]] 16:03, 1 September 2009 (UTC)
::::Vulnerable parts might also be doable with 3D particles. --[[User:Iritscen|Iritscen]] 16:03, 1 September 2009 (UTC)
:::::Negatory. The only way to do it is with a seperate eye\head bone. [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)
:::::Negatory. The only way to do it is with a seperate eye\head bone. [[User:Gumby|Gumby]] 21:40, 1 September 2009 (UTC)
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::That would be it's body, assuming the red thing on it's front is it's eye [[User:Bobbysoon|Bobbysoon]] 23:01, 1 September 2009 (UTC)
::That would be it's body, assuming the red thing on it's front is it's eye [[User:Bobbysoon|Bobbysoon]] 23:01, 1 September 2009 (UTC)
::For proof that the torso's also the &quot;head&quot;, or face, see the collage of Lorraine's face portraits [[:Image:Oni_Faces.jpg|here]]. :-3 --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)
::For proof that the torso's also the "head", or face, see the collage of Lorraine's face portraits [[:Image:Oni_Faces.jpg|here]]. :-3 --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)
::It appears to be rotated. So then, the eye is it's head --[[User:Bobbysoon|Bobbysoon]] 01:41, 3 September 2009 (UTC)
::It appears to be rotated. So then, the eye is it's head --[[User:Bobbysoon|Bobbysoon]] 01:41, 3 September 2009 (UTC)


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Comments from geyser, by email to EdT:
Comments from geyser, by email to EdT:


&quot;
"
Note that, during an animation, bones can only *rotate*
Note that, during an animation, bones can only *rotate*
with respect to each other, so parallel shift, like recoil
with respect to each other, so parallel shift, like recoil
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the output of OniSplit: centimeters have nothing to do with
the output of OniSplit: centimeters have nothing to do with
it. The problem is that early versions of the exporter got the
it. The problem is that early versions of the exporter got the
the meaning of the &quot;meter&quot; factor wrong. This will be fixed.
the meaning of the "meter" factor wrong. This will be fixed.


3)
3)
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quite possible (although not necessarily intuitive) to
quite possible (although not necessarily intuitive) to
design an animation scheme that is consistent with
design an animation scheme that is consistent with
the topology of Oni's generic &quot;humanoid&quot; skeleton.
the topology of Oni's generic "humanoid" skeleton.
The relative placement of the body parts will require
The relative placement of the body parts will require
some creativity, as well as all the relative rotations,
some creativity, as well as all the relative rotations,
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I know this is overly technical, but Bobbysoon may
I know this is overly technical, but Bobbysoon may
know what I'm talking about. I'm not sure 3DS Max
know what I'm talking about. I'm not sure 3DS Max
supports angle-weighted normals; Mod Tool does.&quot; -- [[User:EdT|EdT]]
supports angle-weighted normals; Mod Tool does." -- [[User:EdT|EdT]]




:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:
:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:
:* Let's not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/temp/ID_sounds.zip].
:* Let's not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/temp/ID_sounds.zip].
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of &quot;stay out of the ID's line of sight&quot; and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of "stay out of the ID's line of sight" and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.
:All that being said, I agree with geyser that walking should probably be the priority. --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)
:All that being said, I agree with geyser that walking should probably be the priority. --[[User:Iritscen|Iritscen]] 02:59, 2 September 2009 (UTC)
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*I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=.  
*I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=.  


*the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [http://wiki.oni2.net/OBD:TRAS This] in Oni is like [http://forum.halomaps.org/index.cfm?page=topic&amp;topicID=24629 this] in Halo, which I've done.  
*the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [http://wiki.oni2.net/OBD:TRAS This] in Oni is like [http://forum.halomaps.org/index.cfm?page=topic&topicID=24629 this] in Halo, which I've done.  
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni.
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni.


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:::::::*Your xml and tga files should be in same folder. Xml looks inside like this:
:::::::*Your xml and tga files should be in same folder. Xml looks inside like this:


  &lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-8&quot;?&gt;
  <?xml version="1.0" encoding="utf-8"?>
  &lt;Oni Version=&quot;0.9.41.0&quot;&gt;
  <Oni Version="0.9.41.0">
     &lt;Texture&gt;
     <Texture>
         &lt;Flags&gt;HasMipMaps  AnimUseLocalTime&lt;/Flags&gt;
         <Flags>HasMipMaps  AnimUseLocalTime</Flags>
         &lt;Format&gt;DXT1&lt;/Format&gt;
         <Format>DXT1</Format>
         &lt;Speed&gt;4&lt;/Speed&gt;
         <Speed>4</Speed>
         &lt;Image&gt;TXMPID_mid_000.tga&lt;/Image&gt;
         <Image>TXMPID_mid_000.tga</Image>
         &lt;Image&gt;TXMPID_mid_001.tga&lt;/Image&gt;
         <Image>TXMPID_mid_001.tga</Image>
         ...
         ...
     &lt;/Texture&gt;
     </Texture>
  &lt;/Oni&gt;
  </Oni>


onisplit command:
onisplit command:
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:::*I wish I was home now, I want to work on this. I probably won't be able to respond for another week, when I get home, unfortunately. [[User:Gumby|Gumby]] 02:25, 4 September 2009 (UTC)
:::*I wish I was home now, I want to work on this. I probably won't be able to respond for another week, when I get home, unfortunately. [[User:Gumby|Gumby]] 02:25, 4 September 2009 (UTC)


::::*Re: what weapon will be used against the Iron Demon... [[:Image:Forum_discussion-ID_&amp;_Rla.jpg]] ^_^
::::*Re: what weapon will be used against the Iron Demon... [[:Image:Forum_discussion-ID_&_Rla.jpg]] ^_^
::::*&quot;look in the comic, and see what weapons the Demon uses there&quot;. You really don't want to know. Do you? Okay, [[:image:Oni_Comic_Issue_1_p23.jpg|here]], don't say I didn't warn you. Konoko then magically turns her pistol into a rocket launcher on page 3 of issue 2 and does [[:Image:Oni_Comic_Issue_2_p4.jpg|this]]. At least they got that last part right. --[[User:Iritscen|Iritscen]] 03:03, 4 September 2009 (UTC)
::::*"look in the comic, and see what weapons the Demon uses there". You really don't want to know. Do you? Okay, [[:image:Oni_Comic_Issue_1_p23.jpg|here]], don't say I didn't warn you. Konoko then magically turns her pistol into a rocket launcher on page 3 of issue 2 and does [[:Image:Oni_Comic_Issue_2_p4.jpg|this]]. At least they got that last part right. --[[User:Iritscen|Iritscen]] 03:03, 4 September 2009 (UTC)


:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)