ascottk on 9/4/2006 at 16:08
Quote Posted by Aja
I don't think it's working for me. His head still moves independent of his body when turning, and he's leaning the same way too. This is on a brand new installation playing the training level.
I don't think there's a way to have his head move with the body. Turning morphs one animation to another, & there's no independent animation for those transitions.
Do you play in third person? If so read the original post carefully.
Quote Posted by Aja
k, I tried the minimalist/johnP install for fun (though I have neither of them), and now when I start TDS the screen flickers for a moment and then freezes. The compass still moves along with me, but it leaves a trail on screen. When I pause and resume, a smaller version of the pause screen stays on screen.
I assume this happened because I tried to install the minimalist/johnP over top of the default install, but the problem doesn't seem to go away if I use your uninstall. Once uninstalled, I try to play the game, but during loading it crashes (I noticed that the 1.1 isn't displayed here either). I'm going to have to reinstall TDS and try again.
I should restrict options: if you don't have any mods installed, none will be available. Try a default install. Being foolish with installations will give you problems. No sympathy :ebil:
Quote Posted by OrbWeaver
Can this be installed if an FM is installed? If not, will it still take effect when playing the FM?
The majority of FMs so far do not have their custom Kernel_GFXALL.ibts, so if you installed GarrAT with an FM, it should be available. I couldn't install Krellek's Labyrinth (runtime error 70) so I couldn't test with a custom kernel (I might try All The World's A Stage). If you do install GarrAT with a custom kernel, GarrettLoader will restore the original & the animations won't be available for anything else.
Quote Posted by Spitter
So does this fix the horrible controls in TDS?
Animations had nothing to do with the controls.
Quote Posted by DarkElf_Mairead
What are fi(d)gits exactly?
Those are the animations that turn on when the player stays in one place for a certain amount of time. Garrett looks around, cracks his knuckles, rolls his shoulders, etc. I had a hard enough time getting the main idles working with the new animations. These also effected the bow draw animations so I had to tweak those too.
Wille on 9/4/2006 at 16:27
Quote:
Animations had nothing to do with the controls.
Actually they do. TDS camera moves with the head and this makes movement feel jerky most of the time, especially when strafing. Compare TDS controls to old Thief games where player is "flying" (no model based movement) and you'll see what I mean ;).
OrbWeaver on 9/4/2006 at 16:30
Quote Posted by Wille
Compare TDS controls to old Thief games where player is "flying" (no model based movement) and you'll see what I mean ;).
Not sure about T1, but T2 had a very pronounced head bob when moving.
Try Half-Life 2 for an example of absolutely no head movement.
ascottk on 9/4/2006 at 16:52
Quote Posted by Wille
Actually they do. TDS camera moves with the head and this makes movement feel jerky most of the time, especially when strafing. Compare TDS controls to old Thief games where player is "flying" (no model based movement) and you'll see what I mean ;).
The camera "bone" can move independently. I ended up doing that for the leaning animations. The camera actually extends beyond the head.
As for control, most of the head turnings are independent of the animations. I think it's hard-coded so when the player looks at a certain angle (someone said about 90 degrees), then the body will turn. I found no animations that translate from looking straight, to looking left/right. I did not alter the strafing animations.
Wille on 9/4/2006 at 17:24
Quote Posted by ascottk
The camera "bone" can move independently. I ended up doing that for the leaning animations. The camera actually extends beyond the head.
Interesting, can you make it so that the camera "flyes" like in Thief 1 & 2? I bet many of us would like to see TDS movement being more precise and not animation based. Leaning is much better now because the camera moves independently.
Quote:
As for control, most of the head turnings are independent of the animations. I think it's hard-coded so when the player looks at a certain angle (someone said about 90 degrees), then the body will turn.
Head turning isn't that bad IMO, it's mostly the jerky movement and the feel that you can't control movement like in most FPS games.
New Horizon on 9/4/2006 at 19:47
Quote Posted by Wille
Interesting, can you make it so that the camera "flyes" like in Thief 1 & 2? I bet many of us would like to see TDS movement being more precise and not animation based. Leaning is much better now because the camera moves independently.
That system is not supported in the T3 engine, to my knowledge...it was ripped out. Now, if we could gotten our hands on the DXIW editor, we might have had a slight chance of porting some stuff out to T3.
Quote:
Head turning isn't that bad IMO, it's mostly the jerky movement and the feel that you can't control movement like in most FPS games.
A large part of this is due to the turning of the player model in T3. Only the head turns, instead of the full body. If we could find a way to force Garretts full body to turn with the mouse, things would be much better.
GlasWolf on 10/4/2006 at 01:00
I suppose it depends how tied together the movement and animation is. What if you replaced the walking animation (for example) with a static Garrett - would the player still be able to move? Are footfall sounds generated by the animation itself or are they just synchronised with the loop? I'm guessing the latter, in which case it would be possible to replace the animations with ones that only move the camera bone to effectively reproduce T1/T2 movement. No more trouble walking over rafters and beams... but it would sure look odd in 3rd person.
Disclaimer: I have no idea what I'm talking about.
ascottk on 10/4/2006 at 02:30
Quote Posted by GlasWolf
I suppose it depends how tied together the movement and animation is. What if you replaced the walking animation (for example) with a static Garrett - would the player still be able to move? Are footfall sounds generated by the animation itself or are they just synchronised with the loop? I'm guessing the latter, in which case it would be possible to replace the animations with ones that only move the camera bone to effectively reproduce T1/T2 movement. No more trouble walking over rafters and beams... but it would sure look odd in 3rd person.
A static Garret would work. When I was figuring this out, I often had a Garrett that floated around like a ghost.
The footstep sounds are not generated by the animations themselves. The note tracks, in the animations, tell t3 what type of footsteps they are (walk or run), and when those footsteps occur.
Quote:
Disclaimer: I have no idea what I'm talking about.
:laff:
New Horizon on 10/4/2006 at 02:40
Quote Posted by ascottk
A static Garret would work. When I was figuring this out, I often had a Garrett that floated around like a ghost.
The footstep sounds are not generated by the animations themselves. The note tracks, in the animations, tell t3 what type of footsteps they are (walk or run), and when those footsteps occur.
So, in theory....could one simply make the whole model (except for the arms) invisible? That could pretty much replicate the feel of T1 and 2.
Ziemanskye on 10/4/2006 at 05:58
This is probably a dumb thing to suggest - but the aren't the HeadTurn animations the same ones that the NPCs use.
ie. HeadTurns.psk or whatever it's called?
Okay yeah, if they are it kind of means you can't screw with them (cause it'd mess up the AI), but it might at least show where it's coming from.