massimilianogoi on 3/7/2009 at 17:14
Quote Posted by ShadowSneaker
... Massimiliano and ascottk are the only ones into animation as far as I know and ascottk is the only person that has experience making new characters from scratch. It's likely that adding any new AI or tweaking existing animations or meshes is going to be left to the two of them...
?? Maybe you meant Flux. For what concerns myself, I've builded an AI from scratch, since I've completely re-designed and rigged the bot skeleton.
Everyone can create new AI, because it's pretty easy, just following these simple tutorials:
(
http://fordy.planetunreal.gamespy.com/gradientssmeshtutorials/16.html) http://fordy.planetunreal.gamespy.com/gradientssmeshtutorials/16.html
(
http://www.neomagination.com/tutorials/09_02Rigging.html) http://www.neomagination.com/tutorials/09_02Rigging.html
and studying/playing with the existing animations, and their tags in the skeleton browser.
After this, it's just a matter of assigning the respective skeletal tag to the NPC (or AI, in other terms). Plus, if you wanna do a GREAT work, you can add its respective conversations, using new CSC, but this is well more difficult indeed.
ascottk on 3/7/2009 at 18:03
Oh yeah, we could replace those silly tree beasts.
massimilianogoi on 4/7/2009 at 04:22
Erhmm... I plan to make all the three robots, and after these the frogbeast.
In past I though to the treebeast too, thinking to replacing with the Thief 2 one, but I realized soon it was too low in resolution of both textures and polygons. :erm:
Maybe it should be actable if somebody really skilled in drawing textures as John P works in it, otherwise it will be pretty impossible.
ascottk on 4/7/2009 at 04:47
Wow, you're filled with contradictions, aren't you?
Quote Posted by massimilianogoi
Everyone can create new AI, because it's pretty easy, just following these simple tutorials:.
Quote Posted by massimilianogoi
Maybe it should be actable if somebody really skilled in drawing textures as John P works in it, otherwise it will be pretty impossible.
massimilianogoi on 4/7/2009 at 05:43
Quote Posted by ascottk
Wow, you're filled with contradictions, aren't you?
LOL Good hit! :)
In facts I've forgot to say how to get a mesh for new AI: in Internet there are plenty of 3d models of any kind, for example a horse, just download it, and of course ask the permission to use it in your FM. Often they agree.
Beleg Cúthalion on 4/7/2009 at 06:07
I don't think it's any further use to keep leading discussions about new AI or extended missions. :erg: I fear I'll get a new system today with Windows 7 Beta, two additional GBs or RAM and probably dual core (don't know what the Child of Karras ordered) but after that I could set up a vanilla T3Ed install.
The whole project stands and falls with those combined levels and that's something we can already do now. Everything else can be tackled afterwards if we in fact manage to do this. Remember that our last discussions about it ended with a too-much-time-and-no-one-willing-to-do conclusion. I appreciate ascottk's impetus and I'd love to do anything I can for this idea but I don't want it to get stuck in talk right from the beginning. We have a handful of mappers around, give everyone an original mission to start working and see what's the result of it.
massimilianogoi on 4/7/2009 at 08:33
Quote Posted by Beleg Cúthalion
I don't think it's
any further use to keep leading discussions about new AI or extended missions. :erg: I fear I'll get a new system today with Windows 7 Beta, two additional GBs or RAM and probably dual core (don't know what the Child of Karras ordered) but after that I could set up a vanilla T3Ed install.
Get ready to tell me if 3dsmax 5.1 works on it :thumb:
And... what you mean for vanilla T3Ed install??
Quote Posted by Beleg Cúthalion
The whole project stands and falls with those combined levels and that's something we can already do
now. Everything else can be tackled afterwards if we in fact manage to do this. Remember that our last discussions about it ended with a too-much-time-and-no-one-willing-to-do conclusion. I appreciate ascottk's impetus and I'd love to do anything I can for this idea but I don't want it to get stuck in talk right from the beginning. We have a handful of mappers around, give everyone an original mission to start working and see what's the result of it.
Ok.
Beleg Cúthalion on 4/7/2009 at 12:22
...so that we have maps which actually work with each other. Improved enforcers etc. will result in new scripts and I'd do it all afterwards.
Beleg Cúthalion on 4/7/2009 at 14:56
That's why I threw in the question of a separate setup. I don't know what (and where) ThiefLauncher exactly does, but I think any new T3Ed install should work once it is set to "Thief 3 Edit".
ascottk on 5/7/2009 at 01:59
Quote Posted by ascottk
Oh yeah, we could replace those silly tree beasts.
Quote Posted by massimilianogoi
Erhmm... I plan to make all the three robots, and after these the frogbeast.
In past I though to the treebeast too, thinking to replacing with the Thief 2 one, but I realized soon it was too low in resolution of both textures and polygons. :erm:
Maybe it should be actable if somebody really skilled in drawing textures as John P works in it, otherwise it will be pretty impossible.
(
http://img114.imageshack.us/i/t2treebeast4tds.jpg/)
Inline Image:
http://img114.imageshack.us/img114/8028/t2treebeast4tds.th.jpgWell, I just started (re)modeling the treebeast paying close attention to polyflow and using the T2 treebeast as a reference and using the T3 treebeast skeleton to model around. As you can see, the head and legs need to be done (not looking forward to the head) :laff:
The tricky parts are the leg lengths. The T2 beast's legs are short & they don't work well with the skeleton. The worst thing in modeling imho is doing the face if you want to pay attention to polyflow.
I found out about polyflow from the makehuman artist site in case you're interested:
(
http://sites.google.com/site/makehumanartists/mesh-analysis-and-suggestions)