Author Topic: [Tutorial] How to add New Skeletons/Mountain Giant to your module.  (Read 15439 times)

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #135 on: September 30, 2009, 03:15:54 AM »
Try moving just the feet bones downwards.  For some reason whenever you translate the whole skeleton it twists the whole thing on export.  The little dot that indicates the centre of the skeleton must remain at the crosshairs of x, y, and z axis.  But you can probably get away with just moving the feet bones.  And you can use the area damage script.  You might have to edit it a bit to get npc's to use area damage. 

I haven't solved the throwing problem either.  To be honest it seems even regular sized troops throw stuff higher than I would like.  Giants are even worse.

  Hey your hands seem to be attached perfectly to the arm.  Did you have to move them in wings or blender to make them fit?  Mine are slightly off centre from the wrist.

Nice work though they are ingame and seem to be working good.

WookieWarlord

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #136 on: September 30, 2009, 03:36:12 AM »
i just edited my previous post about the bones, still no luck. for the throwing thing i made them very innacurate, so when they aim at the front of an enemy army, they can often hit near the middle/back, its very funny to see giant spears sticking out of people  :)
ty for area damage, ill try getting it working.
i just scaled my hands around till they were right size (in BRFedit) and they were always in the right place
im glad you are here to save the day :)


EDIT:
can you please put up your script somewhere? or email?
ryan_croucher@hotmail.com
thats an underscore in there

and maybe a bit of a description of how to get it to work?
like do you make the weapon have that script or whatever.



i added mountain giants too, which hill giants upgrade to - they are twice as big as hill giants :D
« Last Edit: September 30, 2009, 03:39:03 AM by WookieWarlord »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #137 on: September 30, 2009, 03:40:39 AM »
Well at worse you can use non-rigged boots using bootL and bootR.  You simply split the boots into two unrigged meshes and reference bootL in module items.  That way you can make the boots longer if need be so they touch the ground.  The orientation will be different done this way.  Export man_calfL and R to see an example of how big to make them.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #138 on: September 30, 2009, 03:44:16 AM »
that sounds complicated lol
i was presuming that the shin/foot mesh attached to the foot bone, but it may actually attach to the shin, so ill try moving the shin bone down :) gimme 2 mins

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #139 on: September 30, 2009, 03:48:01 AM »
O right I should have told you that oops.  It does connect to shin mostly but move foot and shin down as some boots connect to the toe as well.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #140 on: September 30, 2009, 03:50:41 AM »
lol i just moved the shin down then exported and stuff. now i gotta go back in and to feet. its annoying tho, cause i got to change it in blender, then export, then open in openbrf then save then put in resource folder, and ive done this about 50,000,000 times today :D 1min

EDIT: the joys of modding eh?
although the downsides are far outweighed by being able to run rampant with a horde of angry giants
« Last Edit: September 30, 2009, 03:54:33 AM by WookieWarlord »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #141 on: September 30, 2009, 03:54:31 AM »
Yeah sometimes you feel like you aren't making any forward progress at all.  But some days I find I accomplish way more than I thought.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #142 on: September 30, 2009, 03:56:09 AM »
yea it seems the easy stuff like making a new troops and giving him new armor and stuff has a more significant effect on the game, while the hard stuff like the little touches like making them walk on the ground is barely noticeable at all.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #143 on: September 30, 2009, 03:59:34 AM »
HELL YEAH! it worked, although i moved the bones exaggeratively (is that a word) so their feet are actually in the ground now. but it WORKED. i would post a screeny but photoshack takes like 5 mins for me to upload to, and feet on ground arnt that amazing. *pats himself on the back*  :P :P :P :mrgreen: :mrgreen: :mrgreen: 8-) 8-) 8-) :wink: :wink: :wink: :o :o :o :D :D :D

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #144 on: September 30, 2009, 04:07:19 AM »
Nice and now that you know how you can make a skeleton of any size you like.  Eventually I want to use custom skeletons to create monsters but for that many of them need new animations.  Good work you are one of the first to figure out custom skeletons.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #145 on: September 30, 2009, 04:15:44 AM »
Well its because of you really lol. if you wern't here for me to ask questions, i would have smashed my computer in frustration :D
yea i can create custom skeletons now, but i dont really have anymore inspiration lol.
because im a crappy 3d modeller, i cant create new meshes, and i cant create textures, so my skeletons would be limited to large humans.
it will be cool to have fire giant chieftans in full plate with giant swords tho :D
maybe ill join someones modding team... need any help with your beserk mod?   :D

on a side note, whens your next beserk update gonna be released? i wanna see you ogres and stuff :)your beserk update + warbands + TLD mod(if it ever comes out) are my 3 most eagerly awaited things :)

can you please email me your area damage script, or put it up somewhere? also a bit of info how to implement, like do you attach a script to a weapon or something like that?

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #146 on: September 30, 2009, 05:43:10 AM »
woot ty for the script, i actually managed to implement it for the player to use, which i didnt think i would be able to do (ive never worked with scripts\triggers before).
my giants slaughtered everyone in a battle, then i slaughtered all of them  :P




EDIT:
however im pretty sure i will not be able to get it to work for the AI, because i dont have a clue about writing code for M&B, i would have to change the gk_attack and stuff to something that recognises when the giant is attacking which i dont know how, how did you learn how to script M&B?
« Last Edit: September 30, 2009, 05:46:14 AM by WookieWarlord »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #147 on: September 30, 2009, 06:07:33 AM »
Combination of tweaking existing scripts and trying to understand those little kits that people post.  But it all started by trying to implement themagelord's tweaks in the module system instead of txt files.  Once you understand that you have a basic knowledge of how M&B's module system tends to be laid out.

Well I need to figure out how to give npc's area damage anyway.  Also check out header_operations it lists all the operations used within the module system.  Some of these operations check for what a troop is doing at a given time.  I just need to tie area damage to when they are currently attacking.  But I will let you know when I understand it all.
« Last Edit: September 30, 2009, 06:13:25 AM by Berserker Pride »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #148 on: September 30, 2009, 06:24:50 AM »
ok thanks, it will be cool to watch giants/ogres swat multiple cavalry units at the same time :)




EDIT:

do you know why i cant asign attribute values of over 30 to my troops? because i want my giants to have more than 30 strength
« Last Edit: September 30, 2009, 06:30:58 AM by WookieWarlord »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #149 on: September 30, 2009, 10:40:28 AM »
check out my three types of giants:

(click to show/hide)

i have hill giant thugs, hill giant warriors and mountain giant grunts

p.s. if you look at the thug on the right, you can see a massive javelin sticking out of him that an enemy giant threw lol.