• Pokemon NPCs
    306 replies, posted
[QUOTE=Treevis121;33529736]Alright, the animation's done. What should the ACT_ be for the blast?[/QUOTE] SHARED | 0000000000000063 | 00000000000111111 | ACT_MELEE_ATTACK1
can you remake this SWEP with the pokemon NPCs [url]http://www.garrysmod.org/downloads/?a=view&id=119194[/url]
[QUOTE=Le-icuss;33537326]can you remake this SWEP with the pokemon NPCs [url]http://www.garrysmod.org/downloads/?a=view&id=119194[/url][/QUOTE] That would pretty much round up this whole thing.
[QUOTE=Cryomundus;33547610]That would pretty much round up this whole thing.[/QUOTE] Except for all of the animations I need to make... In which I still have a whole lot to do on them.
Finally managed one more video to wrap up whatever testing notes I could think of. This may be my last one before another wave of beta NPC's or whatnot come along. (This video wasn't intended to be public, but apparently site maintenance issues on YouTube thought otherwise, and it's at least gotten positive reaction since being posted. So oh well...) [video=youtube;K-5Xa85QW88]http://www.youtube.com/watch?v=K-5Xa85QW88&hd=1[/video]
Wow, I'm already working on improving the npcs, starting with Jolteon's running! It looks tons better, and he'll be running faster than the others! ... On a side note, I'm tracking down the victory dance. I believe it's having to do with one of the animations accidentally set to a loop, and maybe (for some hilarious antics) I'll make it look more like a dance. :P
[QUOTE=malamiteltd;33603349] [video=youtube;K-5Xa85QW88]http://www.youtube.com/watch?v=K-5Xa85QW88&hd=1[/video][/QUOTE] Did anyone else get creeped out by Zombie Joltion at the end?
Nope did you?
[QUOTE=Chaos Master;33606230]Did anyone else get creeped out by Zombie Joltion at the end?[/QUOTE] Zombie Jolteon was such an awesome little discovery. :3
Oh, I just tested Jolteon's new running animation. It looks much better, he keeps up with you (except for when you sprint), and isn't nearly as robotic. If you want to see what it looks like, boot up your wii, pop in pokepark wii and find Jolteon. It looks like that, but isn't the same since I can't get the animations from the game working with the model. Still quite nice! :D
question for... uh.. somebody. how the f**k (censored automatically because of some damn security thing i got for a day) do i make NPC's and/or animate them? i at least want to make 1 :I
[QUOTE=dasjoker446;33620435]question for... uh.. somebody. how the f**k (censored automatically because of some damn security thing i got for a day) do i make NPC's and/or animate them? i at least want to make 1 :I[/QUOTE] Well you animate them using a 3d modeling program of some sort and the decompiled models. making them npcs is a simple line or 2 of lua or just a click of the model manipulator.
As far as the qc goes, I don't have to make a few lines... I need to make quite a bit of stuff, and to give an example here's Glaceon's QC: [CODE]$cd "C:\Users\******\Documents\Pokemon\Glaceon\" $modelname "rtbmodels/pokemon/Glaceon.mdl" $model "Glaceon" "Glaceon.smd" $bodygroup Eyes { studio "Glaceon_Eye1.smd" studio "Glaceon_Eye2.smd" studio "Glaceon_Eye3.smd" studio "Glaceon_Eye4.smd" studio "Glaceon_Eye5.smd" studio "Glaceon_Eye6.smd" studio "Glaceon_Eye7.smd" } $bodygroup Mouth { studio "Glaceon_Mouth1.smd" studio "Glaceon_Mouth2.smd" studio "Glaceon_Mouth3.smd" studio "Glaceon_Mouth4.smd" } $cdmaterials "models\RTBModels\Pokemon\Glaceon\" $hboxset "default" $hbox 0 "Waist" -4.134 -6.302 -2.083 4.134 7.763 5.917 $hbox 0 "LThigh" -1.971 -0.439 -5.152 1.787 6.366 4.203 $hbox 0 "LLeg" -1.705 -1.722 -1.527 1.787 6.204 3.498 $hbox 0 "LFoot" -1.333 -0.991 -1.829 1.218 4.784 1.163 $hbox 0 "LToe" -1.292 -0.123 -0.371 1.252 2.672 1.464 $hbox 0 "RThigh" -1.787 -0.439 -5.152 2.776 6.366 4.203 $hbox 0 "RLeg" -1.787 -1.722 -1.527 2.776 6.204 4.339 $hbox 0 "RFoot" -1.219 -0.991 -1.829 1.333 4.784 1.163 $hbox 0 "RToe" -1.252 -0.123 -0.371 1.291 2.672 1.464 $hbox 0 "Spine" -4.740 -2.429 -6.461 4.739 9.776 4.381 $hbox 0 "LArm" -4.927 -2.209 -1.680 1.974 6.297 6.051 $hbox 0 "LForeArm" -1.256 -0.620 -1.909 1.316 7.022 1.439 $hbox 0 "LHand" -1.154 -0.225 -0.401 1.277 2.501 1.543 $hbox 0 "Neck" -2.761 0.000 -2.920 2.760 3.909 3.207 $hbox 0 "Head" -6.183 -0.240 -5.102 6.182 10.197 5.719 $hbox 0 "LEar" -2.727 0.000 -1.572 3.498 14.164 1.120 $hbox 0 "REar" -3.498 0.000 -1.572 2.727 14.164 1.120 $hbox 0 "RArm" -1.974 -2.209 -1.680 4.927 6.297 6.051 $hbox 0 "RForeArm" -1.316 -0.620 -1.909 1.256 7.022 1.439 $hbox 0 "RHand" -1.277 -0.225 -0.401 1.154 2.501 1.543 $hbox 0 "Tail1" -2.192 0.000 -0.446 2.192 11.642 0.619 $hbox 0 "Tail2" -3.696 0.000 -0.843 3.696 13.793 0.683 $hbox 0 "Tail3" -3.696 0.000 -0.805 3.696 10.575 0.722 $surfaceprop "flesh" $attachment "righthand" "ValveBiped.Bip01_R_Hand" -0.00 -0.00 -0.00 rotate -0 -0 -0 $animation a_RunS "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto -180 fps 60.00 } $animation a_RunSE "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto -135 fps 60.00 } $animation a_RunE "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto -90 fps 60.00 } $animation a_RunNE "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto -45 fps 60.00 } $animation a_RunN "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto 0 fps 60.00 } $animation a_RunNW "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto 45 fps 60.00 } $animation a_RunW "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto 90 fps 60.00 } $animation a_RunSW "Run" { loop walkframe 28 LX LY LZ startloop 0 rotateto 135 fps 60.00 } $animation a_WalkS "Walk" { loop walkframe 60 LX LY startloop 0 rotateto -180 fps 50.00 } $animation a_WalkSE "Walk" { loop walkframe 60 LX LY startloop 0 rotateto -135 fps 50.00 } $animation a_WalkE "Walk" { loop walkframe 60 LX LY startloop 0 rotateto -90 fps 50.00 } $animation a_WalkNE "Walk" { loop walkframe 60 LX LY startloop 0 rotateto -45 fps 50.00 } $animation a_WalkN "Walk" { loop walkframe 60 LX LY startloop 0 rotateto 0 fps 50.00 } $animation a_WalkNW "Walk" { loop walkframe 60 LX LY startloop 0 rotateto 45 fps 50.00 } $animation a_WalkW "Walk" { loop walkframe 60 LX LY startloop 0 rotateto 90 fps 50.00 } $animation a_WalkSW "Walk" { loop walkframe 60 LX LY startloop 0 rotateto 135 fps 50.00 } $illumposition -7.840 -0.000 17.167 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $sequence idle "idle" ACT_IDLE 1 fps 40.00 $sequence sit "sit" ACT_SIT 1 fps 40.00 $sequence walk1 { a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking" } $sequence walk_All { a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking" } $sequence luggage_walk_all { a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking" } $sequence walk_all_Moderate { a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS blendwidth 9 blend move_yaw -180 180 LX LY node "walking" } $sequence plaza_walk_all { a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS blendwidth 9 blend move_yaw -180 180 LX LY node "walking" } $sequence run_all { a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running" } $sequence Run { a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running" } [/CODE] I'll be adding more stuff, like some further support for the zombies (jumping, attacking, zombie strut, things like that). :3
[QUOTE=Treevis121;33620835] alot of Lua stuff that's not for noobs[/QUOTE] (O-O) <(...)
[QUOTE=dasjoker446;33623280](O-O) <(...)[/QUOTE] That's not Lua. I thought the movement sequences needed activity names as well or is that was the nodes are for? Edit: [QUOTE=Treevis121;33623785]No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V[/QUOTE] Oh wow I'm blind. I was just looking for the activities on the same line as $sequence was for all of them.
No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V
[QUOTE=Treevis121;33623785]No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V[/QUOTE] so, you're saying it's just... simple stuff? wait, i need to TYPE up it's animations!? how do u know how it looks if u have to type it all then?
No, you animate it in a program, export each animation as an smd, and then type up a little bit of stuff in the qc. The qc is just there to tell the compiler what is what, where everything is, and what each animation does.
[QUOTE=Treevis121;33629481]No, you animate it in a program, export each animation as an smd, and then type up a little bit of stuff in the qc. The qc is just there to tell the compiler what is what, where everything is, and what each animation does.[/QUOTE] ...plz explain in a simple tutorial video on youtube.
[QUOTE=dasjoker446;33629918]...plz explain in a simple tutorial video on youtube.[/QUOTE] Let me try to explain. To get a model into the source engine you need at least three files: a reference smd, a sequence smd, and a qc. The reference smd contains your model. A sequence smd contains a single animation. The qc is like a text document that tells the compiler what smds to use, how to use them, and where things like attachments, sound scripts, shell ejection, and materials go. [editline]8th December 2011[/editline] Here's a more advanced breakdown: [code]$cd "C:\Users\******\Documents\Pokemon\Glaceon\"[/code] this line is unecessary as it just tells it where the smds should be located, this line is more of an annoyance than a benefit as you can only have one and if you don't use one then the compiler will just look in the same folder as the qc which is where I keep all the smds anyway. [code]$modelname "rtbmodels/pokemon/Glaceon.mdl"[/code] This tells it what the model will be called and where it will be located. This is all within the "models" folder. Yes you have to leave the .mdl on at the end. You obviously can only have this line once. [code]$model "Glaceon" "Glaceon.smd"[/code] This is your reference model. The first part in quotes is what it will be called in the model, the second part (the one that ends in .smd) is the name of your smd, again you have to leave the file extension on. You can have several of this line in one qc. [code]$bodygroup Eyes { studio "Glaceon_Eye1.smd" studio "Glaceon_Eye2.smd" }[/code] That's a bodygroup, essentially it works sort of like the $model line however only one of the smds in each individual group will appear at the same time, you can change which one appears via console or with the bodygroup changer stool. You can have multiple bodygroups and multiple smds in each one. [code]$cdmaterials "models\RTBModels\Pokemon\Glaceon\"[/code] This tells the model where its material vmts will be located (within the materials folder). You can have several of this line. [code]$hboxset "default" $hbox 0 "Waist" -4.134 -6.302 -2.083 4.134 7.763 5.917[/code] I'll be honest: I have no idea what the point of these two is. I think it's collision model related. [code]$surfaceprop "flesh"[/code] Simple enough the surface properties of it, this determines what gets applied on it when it's shot (blood/holes/dents) and what noises it makes when it collides with something. You can only have one of this line. [code]$attachment "righthand" "ValveBiped.Bip01_R_Hand" -0.00 -0.00 -0.00 rotate -0 -0 -0[/code] This is an attachment, the first thing in quotes is the name of the attachment, the second part is what bone it's attached two, the first three numbers are its position relative to that bone, the second three numbers are its rotation relative to that bone. Attachments are used for weapon world models as well as muzzleflashes and shell ejection. You can have multiple attachments provided they're all differently named. [code]$animation a_WalkSW "Walk" { loop walkframe 60 LX LY startloop 0 rotateto 135 fps 50.00 } $sequence idle "idle" ACT_IDLE 1 fps 40.00 $sequence run_all { a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running" }[/code] These are animations, a sequence will appear in hlmv as an animation, from what I understand the $animation is used for parts of an animation that then get put together in a single sequence. Naturally you can have several of these. Going into greater detail, the first thing after the command is what the animation will be called, the part in quotes is the name of the smd (you don't need the extension for once), the ACT thing is the enumeration which from what I understand is another name for the animation and really the more important one since usually animations are triggered by their enumeration (as in if it wants to find the run animation it's going to look for ACT_RUN instead of "run"). [code]$illumposition -7.840 -0.000 17.167[/code] Again I don't know what this is, memory serving it had something to do with lighting. I think you can only have one though. [editline]whyareyoureadingme?[/editline] Sorry if I messed anything up I'm kind of an amateur.
[QUOTE=asteroidrules;33630688] lots of good stuff [/QUOTE] much better
Hmm.. What could this be? Still working on some bugs, (In the first picture you can't see the fire in front of the model for some reason) And some animation bugs, But other than that, It's good. [IMG]http://cloud.steampowered.com/ugc/614970636831574569/BB4BAC6C64DCCB3F692A11D5889D505A30C4EFA3/[/IMG] [IMG]http://cloud.steampowered.com/ugc/614970636831653790/C1E28B84ADD9E0004FEB472A24EC7FEFAF749175/[/IMG]
[QUOTE=AntiSaint;33645833][IMG]http://cloud.steampowered.com/ugc/614970636831574569/BB4BAC6C64DCCB3F692A11D5889D505A30C4EFA3/[/IMG][/QUOTE] Flygon, hemorrhoids are a serious issue. :3
[QUOTE=AntiSaint;33645833]Hmm.. What could this be? Still working on some bugs, (In the first picture you can't see the fire in front of the model for some reason) And some animation bugs, But other than that, It's good. Them Pics [/QUOTE] Cool beans, I'm looking forward to seeing it working. :-)
[QUOTE=dasjoker446;33644995]much better[/QUOTE] Hope it helps.
[QUOTE=malamiteltd;33646547]Flygon, hemorrhoids are a serious issue. :3[/QUOTE] indeed good Malemite of Limited somethings.
[QUOTE=malamiteltd;33646547]Flygon, hemorrhoids are a serious issue. :3[/QUOTE] Hm? lol
[QUOTE=AntiSaint;33645833] [IMG]http://cloud.steampowered.com/ugc/614970636831574569/BB4BAC6C64DCCB3F692A11D5889D505A30C4EFA3/[/IMG][/QUOTE] Flying LIKE A BOSS.
[QUOTE=MenInBlack23;33659510]Flying LIKE A BOSS.[/QUOTE] flying like ur boss... ur boss gave ur mom hemroids
PUSHMO. If we're not going to be productive, let's do so while stimulating our minds at the same time. [img]http://img856.imageshack.us/img856/8550/hni0100i.jpg[/img] (for n00bs) [img]http://img191.imageshack.us/img191/9583/hni0002v.jpg[/img] (for advanced n00bs)
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