• Allosaurus fragillus model/NPC replacement
    55 replies, posted
  • Avatar of RR_Raptor65
  • Allosaurus.mdl contains all the animations and such as well. The replacement is just a plug and run version, when I update it though I'll include the LUA that bigboss15 posted. The replacement will still stay for those that want to give the cave chase sequence a try. A fun thing to do is to go on ep2_outland_06a and put a bunch of Allosaurus up the road there and then try and make it to the top on foot.
  • Avatar of bigboss15
  • Hey Raptor, the jiggle bone on the tail looks really good. On the charger model I did some times ago for of2, we used a jiggle bone on the tail too but it wasn't as good as your. [url]http://www.youtube.com/watch?v=qoEpcuA1ISA[/url] May I see how you did your code and how many bones are there on the tail? Thanks.
  • Avatar of RR_Raptor65
  • [QUOTE=bigboss15;29929993]Hey Raptor, the jiggle bone on the tail looks really good. On the charger model I did some times ago for of2, we used a jiggle bone on the tail too but it wasn't as good as your. [url=youtube;qoEpcuA1ISA]http://www.youtube.com/watch?v=qoEpcuA1ISA&feature=channel_video_title[/url] May I see how you did your code and how many bones are there on the tail? Thanks.[/QUOTE] I found that the $realignbones command interfered with the Jigglebones. The Jigglebones still worked but not as well as without. Another thing was the orientation of the Jigglebones has a huge impact on how they perform and 3D Max doesn't give a rats ass about how they're oriented. I had to use Fragmotion to rotate the bones until they looked right, if you open the model in HLMV you can see the way the tail bones are oriented. Fragmotion can be a real life saver on some things but it has the most horrible, evil "Buy me" nag ever. It's great for fixing technical stuff like this though, as far as I know 3D Max doesn't let you reorient bones without a lot of wasted time and rage. I had to do a lot of fiddling with the different Jigglebone settings so if you need help getting something tweaked right just ask. [code]$jigglebone "Tail01" { is_flexible { yaw_stiffness 600 yaw_damping 30 pitch_stiffness 600 pitch_damping 80 tip_mass 50 length 20 angle_constraint 37 } has_base_spring { stiffness 800 damping 25 left_constraint -0 0 up_constraint -0 0 forward_constraint -0 0 } } $jigglebone "Tail02" { is_flexible { yaw_stiffness 600 yaw_damping 30 pitch_stiffness 600 pitch_damping 80 tip_mass 50 length 20 angle_constraint 37 } has_base_spring { stiffness 800 damping 25 left_constraint -0 0 up_constraint -10 10 forward_constraint -0 0 } } $jigglebone "Tail03" { is_flexible { yaw_stiffness 600 yaw_damping 30 pitch_stiffness 600 pitch_damping 80 tip_mass 50 length 20 angle_constraint 37 } has_base_spring { stiffness 800 damping 25 left_constraint -0 0 up_constraint -10 10 forward_constraint -0 0 } } $jigglebone "Tail04" { is_flexible { yaw_stiffness 600 yaw_damping 30 pitch_stiffness 600 pitch_damping 80 tip_mass 50 length 20 angle_constraint 37 } has_base_spring { stiffness 800 damping 25 left_constraint -0 0 up_constraint -10 10 forward_constraint -0 0 } } $jigglebone "Tail05" { is_flexible { yaw_stiffness 600 yaw_damping 30 pitch_stiffness 600 pitch_damping 80 tip_mass 50 length 20 angle_constraint 37 } has_base_spring { stiffness 800 damping 25 left_constraint -0 0 up_constraint -10 10 forward_constraint -0 0 } }[/code]
  • Avatar of bigboss15
  • Thanks you Raptor, I'll check that in a few days. If ever I've problems I'll contact you :)
  • I love this Allosaurus.And I can't wait for you next dinosaur model.I hope in the future you make a spinosaurus like this (or better): [url]http://kepfeltoltes.hu/view/110521/spinosaurus-JP3-01_www.kepfeltoltes.hu_.jpg[/url]
  • Avatar of Mr.Brown
  • [QUOTE=ClockworkBeast;29961641]I love this Allosaurus.And I can't wait for you next dinosaur model.I hope in the future you make a spinosaurus like this (or better): [url]http://kepfeltoltes.hu/view/110521/spinosaurus-JP3-01_www.kepfeltoltes.hu_.jpg[/url][/QUOTE] He'll be able to do it, if he got the model.
  • Avatar of RR_Raptor65
  • I doubt I'll make another Spinosaurus, I would be more inclined to make a Suchomimus or Baryonyx.
  • uhh not to warn you but what would you skin for baryonyx you might have to make it its own npc
  • Avatar of RR_Raptor65
  • [QUOTE=ClockworkBeast;29964343]Another?[/QUOTE] [url]http://www.modelsource65.com/dinosaurs.html[/url] Those are all the old ones, most are just ragdolls. It's just a shame Valve never finished the Ichthyosaur, a new Tylosaurus or Megalodon NPC would have been tons of fun.
  • Avatar of HyperTails
  • I expected another shitty model replacement. This was a great change of pace. :golfclap:
  • Avatar of Xeno1224
  • Actually, giving it the ability to "consume" or carry other rag dolls with its mouth doesn't seem all that bad of an idea, ya know?
  • Avatar of RR_Raptor65
  • It's not possible due to engine limitations. The source engine can't support enough bones to allow for such a thing and doesn't allow for concave physics objects.
  • [QUOTE=RR_Raptor65;29999042]It's not possible due to engine limitations. The source engine can't support enough bones to allow for such a thing and doesn't allow for concave physics objects.[/QUOTE] An SNPC could have an animation for grabbing humanoid NPCs and parent a spine bone to the lower jaw
  • Avatar of RR_Raptor65
  • I don't do LUA. If a programmer wants to make an SNPC I'm quite willing to supply a modified model to suit their needs.
  • Avatar of HighVoltage
  • [url]http://www.garrysmod.org/downloads/?a=view&id=99863[/url] The T-Rex SNPC can eat/carry other NPCs.
  • [QUOTE=RR_Raptor65;29999274]I don't do LUA. If a programmer wants to make an SNPC I'm quite willing to supply a modified model to suit their needs.[/QUOTE] Mhm, I'm aware of that. I was pointing out a solution to a problem. [editline]23rd May 2011[/editline] [media]http://www.youtube.com/watch?v=mojSF57nrvw[/media]
  • I have a problem with the allo, When i place the allo as an NPC it has a very messed up tail. It looks like it has no bones or anything, But when i kill it or place a ragdoll, its tail becomes normal But its legs and arms are... well, i dont know how to describe it but its....."twitchy". Is there anyway i can fix this?
  • Avatar of RR_Raptor65
  • Your computer probably just can't keep up fast enough, jigglebones stop working properly when the computer slows down. That or you're playing on a Source engine version older than Episode 1, the model won't work properly on anything older than Episode 1 but I've only tested it on Episode 2.
  • Avatar of 20sentryfox
  • there is a glitch that happens when the npc moves backwards, the tail goes halfways trough the ground
  • Avatar of RR_Raptor65
  • This is because the tail is a giant jigglebone, it's procedural and has no animation on it at all, it moves depending on how the Allosaurus moves and turns in the game. The tail misbehaving while walking backwards was a compromise, but what I should have done was created the backward walk differently, the other option was to disable the backward walk entirely, which I didn't do to keep the AI working as well as possible. In any case this won't be receiving any updates as I am currently working with [url=http://www.crynosaurs.com/]Project Crynosaurs[/url].
  • Avatar of 20sentryfox
  • i actually realised that the tail was a huge jigglebone a long time ago ... why do you keep telling it ? it's obvious anyways, even in the old forum the tail on the animations dosen't move
  • Avatar of 20sentryfox
  • The source model with the most advanced jigglebone of all time... Aaaaaaand garry borke it...