Author Topic: [Tutorial] How to add New Skeletons/Mountain Giant to your module.  (Read 15450 times)

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Berserker Pride

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #165 on: October 02, 2009, 04:55:01 AM »
("game_blood", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_3",
     500, 0.65, 3.5, 0.6, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.7), (0.7, 0.7),          #alpha keys
     (0.1, 0.2), (1, 0.2),      #red keys
     (0.1, 0.2), (1, 0.2),       #green keys
     (0.1, 0.2), (1, 0.2),      #blue keys
     (0.0, 0.015),   (0.5, 0.3),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0, 1.5, 0.4),                #emit velocity
     0.9,                       #emit dir randomness
     120,                         #rotation speed
     0,                         #rotation damping
    ),
    ("game_blood_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_3",
     2000, 0.6, 3.5, 0.5, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.25), (0.7, 0.1),        #alpha keys
     (0.1, 0.2), (1, 0.2),      #red keys
     (0.1, 0.2), (1, 0.2),       #green keys
     (0.1, 0.2), (1, 0.2),      #blue keys
     (0.0, 0.15),   (0.5, 0.45),    #scale keys
     (0.01, 0.2, 0.01),             #emit box size
     (1.4, 1.4, 0.2),                 #emit velocity
     0.3,                         #emit dir randomness
     150,                       #rotation speed
     0,                       #rotation damping
     ),
These are the blood settings.  I got them from a different thread so props to the original creator.  And chel as his was the first mod I saw this kind of blood used.  Simply replace the old game_blood_1 and 2 with these.  It think my blood multiplier is at 5x in module ini as well.

WookieWarlord

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #166 on: October 02, 2009, 05:14:09 AM »
thanks, also where can i find iyorts steampunk pack 2?

EDIT:

sweet, i found it.
« Last Edit: October 02, 2009, 05:33:50 AM by WookieWarlord »

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #167 on: October 02, 2009, 05:22:20 AM »
its probably been buried but if you search for steampuck osp or steampuck pack 2 it should show up.  Pretty sure its his second pack but if not try the first pack.

WookieWarlord

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #168 on: October 02, 2009, 10:21:45 AM »
ok

check out this spaz:

(click to show/hide)

sometimes when my giants die, they flop around on the ground a bit, before finally stopping in whatever position they are in.
i think it is because of the bone radii in the skeletons.xml. there must be some code somewhere saying that if the corpse/ragdoll hasnt settled yet, freeze it.
do you know how i can make it not flop without changing the bone radius, or at least make it freeze upon death? cheers

p.s. im gonna make a midget vs giant mod :)
ive got the dwarven and giant troop trees created (5 in each)  8-)

EDIT:

so i assume there is no room for me in your beserk mod?

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #169 on: October 02, 2009, 05:16:06 PM »
Yeah I thought about how to use you there WookieWarlord.  I'm not sure if you have any experience with the Berserk manga or I would ask you if you could work on dialogues.  But unfortunately coding side everything is basically done.  It might be a waste of your growing coding skill anyway; everyone needs coders.  I know that the steampunk mod has been looking for one.  As to the spaz I can't think of anything that would fix that. Ragdoll is controlled deep in the game engine.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #170 on: October 02, 2009, 08:56:07 PM »
ok ,thanks anyway, ill just work on my Giants vs Dwarves mod.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #171 on: October 02, 2009, 09:01:28 PM »
Good luck on your mod.  Yours will probably have a higher frequency of giants and stuff than mine.  Berserk has monsters but they are still rare.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #172 on: October 02, 2009, 09:03:02 PM »
yup, mine will be under every boulder, swamp and smelly cave. not to mention rampaging the countryside.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #173 on: November 20, 2009, 06:43:23 AM »
OK so I imported the body into Milkshape, and scaled it to four times its size. But the bones didn't get any bigger. Is it supposed to be like that, or is this an error?

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #174 on: November 20, 2009, 07:11:09 AM »
I used blender, so I don't know what you are doing wrong, but you need to scale the bones as well...

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #175 on: November 20, 2009, 07:53:10 AM »
If the model is rigged to the bones I always scale the bones only.  The model will scale with them.  Again that was blender.

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #176 on: November 20, 2009, 01:41:16 PM »
If the model is rigged to the bones I always scale the bones only.  The model will scale with them.  Again that was blender.

If you use blender, how do you put the import export script into blender? I don't have .blender, somehow...

Ragnar Lodbrok

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Re: [Tutorial] How to add New Skeletons/Mountain Giant to your module.
« Reply #177 on: November 21, 2009, 04:52:28 AM »
OK so I imported the body into Milkshape, and scaled it to four times its size. But the bones didn't get any bigger. Is it supposed to be like that, or is this an error?

I have the same problem.