• "Tremors" Models
    1,393 replies, posted
  • Avatar of Blargtastic
  • [QUOTE=necroblade;17628032]you get a smily with a toung sticking out ^_^!![/QUOTE] I know you have troubles waking up at the right time so I bought you a clock hon'.
  • Avatar of The Antagonist
  • You get rated"rainbow,"not because I think you're being optimistic, but because I think you're a fairy princess.
  • Avatar of Blargtastic
  • [highlight][i][u]C-C-C-COMBO BREAKEEEERRRRR!!!!![/highlight][/i][/u] Does the Shrieker have a leap animation? If not, it should, as I remember they leapt in the films.
  • Avatar of Blargtastic
  • [QUOTE=The Antagonist;17628600]They also climbed on top of each other.[/QUOTE] Yeah but I doubt that would be included, would be code-able but would require a lot of work for a little thing.
  • Avatar of Scientwist
  • [QUOTE=Blargtastic;17627763]I know, I gave you a rainbow for confusion oriented purposes, here, have another.[/QUOTE] Ok then, so why double-bow [b]both[/b] posts? That seems to me like you did it because you were bored and being a butt. :/ [editline]02:10AM[/editline] Besides, there shouldent be anything confusing about that part of the post. Oh well, what ever. On Topic: Them stacking would be kinda hard to deal with, because of extra animations of them falling from shooting one or two of em'. But the leaping is something I'd look foward to. Is there a possibilty there J-Dude? [editline]02:12AM[/editline] This just in (my brain): Would/Should there be more animations for them falling? Maybe there wouldent have to be.
  • Avatar of CrazyChcken
  • [QUOTE=Scientwist;17629485]Ok then, so why double-bow [b]both[/b] posts? That seems to me like you did it because you were bored and being a butt. :/ [editline]02:10AM[/editline] :words:.[/QUOTE] Didn't read that but here have a rainbow.
  • Avatar of Scientwist
  • [QUOTE=CrazyChcken;17629772][b]Didn't read[/b] blah blah blah[/QUOTE] and a bow for j00 too. ^_^
  • I considered the stacking idea, but I think it's really not worth it. I can't imagine how it would be coded, and what would the result be? They can boost ONE of their cannon-fodder brood to the top and hope he takes down whoever is taking refuge there? Not worth it, would be little more than fellating a minor detail of the movie which was never repeated, and it would take way too long to implement for something that just plain had no payoff. No, for now I'm going to see if I can catch Stratos again, and meanwhile finish up the current animations remaining.
  • Avatar of The Antagonist
  • Would it be possible to code it, so that graboids wouldn't come out of the ground under concrete? I don't know how but they kind of managed it, with the antlion and headcrab pills, when using them you can't tunnel under ground on top of concrete but you can on top of dirt. Just a question.
  • @Shadow: Give or take, maybe slightly more, but they're supposed to have strength in numbers rather than anything else. They're real strength is their speed coupled with rather powerful attacks. I mean, these suckers can rip through sheet-metal. @Antagonist: I'm hoping that's a possibility, as I'd want the same rules in the film to apply to the game Graboids. I think it would feel really weird if they could burst out of anywhere or anything. @necro: Depends on what you mean by jumping. Certainly while in pursuit they'll occasionally "breach", when not creating dust trails from their breathing. They'll have different forms of attack, namely, sucking something down without coming to the surface, or bursting upward out of the ground to try and engulf something by surprise (see that poor Mexican at the beginning of Tremors 2). And of course, if they do that and happen to miss, they'll rear forward and lie their heads on the ground to extend tentacles at likely nearby prey. I may have them come further out of the ground now and then, exposing their whole bodies above ground like in the first Tremors. I'm also contemplating them being able to come in through the side like in the case of the famous Burt and Reba vs the Worm in the Rec-room scene, but I'm not sure how that might work. Because the only thing I can think of to make the Graboids "underground" is to have almost all of their animations place the model below ground level. However the NPC itself still has to follow ground paths like any other NPC. It's not like a swimming/flying NPC which can travel under world geometry like a fish. Therefore, having it come in through the side means it would need to detect things like walls or dropoffs and react to them appropriately. It sounds hard to code, and I'm not a coder, so it's probably even harder than I realize. Plus I can imagine some odd bugs that could arise from all this. For one, considering it's technically a ground NPC, if there are ramps that lead to rooftops, you're going to be hard pressed to stop the Graboid from following those. And that means if he's chasing something, say, on top of the garage in Construct, then anyone who happens to be in the garage below might have the eerie sight of watching a Graboid flying through the air. I anticipate some fun screenshots during the beta process. It means tough challenges for Silverlan, because somehow he and I will have to determine how to tell the Graboid where he can and can't move. Maybe specifying that it can only move where there's enough room in the world geometry for the model? It can't be determined strictly by elevation restrictions, that wouldn't work at all, because you can have hills and valleys which aren't ramps and rooftops. And at the same time he'll need to be able to ignore certain boundaries altogether. I mean, have you ever seen a Graboid which had any inclination to come in through the door? But as a ground NPC, he's still bound to seeing things like walls as boundaries, barring his movement. It's going to be tricky, it's things I've worried about from the start, and I don't take for granted that any coder would take this on lightly. ~~~~ Anyway, I handed Stratos the UVW for the Shrieker, as well as the model that includes the UVW fixes. It's a lot easier for a texturer to work when he's got the actual model to test on. But anyway, after that we discussed the Grablet and asked me some questions on the direction we were taking based on some reference photos. He sent me this as a little update. [img]http://i374.photobucket.com/albums/oo188/Stratos117/quickieskin.jpg[/img] Looking alright for WIP, glad to see progress anyway. The material on the spikes is a placeholder however, ignore that.
  • Avatar of The Antagonist
  • Sweet, also, that has got to be one of the biggest posts I have ever seen 0_o .I've read books shorter than that :)
  • Avatar of Dragoshi1
  • Will the dirt trails of the graboid match the terrain? eg.grassy places, snow, desert...
  • Avatar of Blargtastic
  • [QUOTE=Scientwist;17629485] Besides, there shouldent be anything confusing about that part of the post. Oh well, what ever. [/QUOTE] I did it to confuse you :v: Also, I believe you can restrict access to brushes if they have a certain texture. Would be easy coding it to not go under concrete and the like.
  • Walk: Done Run: Done Idle1: Done Idle2: Done Idle3: Done Idle4: Done Attack1: Done Attack2: Done Attack3: Done Alert-Scan: Done Alert-Scan_False-Alarm: Done Alert-Shriek: Done Response/Quick Shriek: Done Reproduce: Done Eat: Done [b]Shrieker Animations: Done[/b] *until further notice* Now to deal with smd's, QC's, compiling and all that shit...
  • Avatar of Sgtdawn
  • Omg omg omg ive bin following this for a long time and i must say im really exited about this as i am of half-life R! this will be cool! i always dreamed of having a graboid in gmod! you have made it possible!! =D i otta say this but, i love you man =) (not in the 'you know what' way)
  • Avatar of AlienBBBFanatic
  • [QUOTE=Sgtdawn;17656043]Omg omg omg ive bin following this for a long time and i must say im really exited about this as i am of half-life R! this will be cool! i always dreamed of having a graboid in gmod! you have made it possible!! =D i otta say this but, i love you man =) (not in the 'you know what' way)[/QUOTE] I'VE BEEN FOLLOWING THIS SINCE THE THREAD WAS MADE. YOU'VE PROBABLY BEEN FOLLOWING THIS FOR A MONTH, AT BEST. THAT IS NOT A LONG TIME! /Caps
  • Avatar of The Antagonist
  • Don't get your panties in a bunch, also Stgdawn, LEARN TO SPEAK ENGLISH, dude, no one is going to take you seriously if you talk like a retarded lolcat.
  • Just an update, and a good one. I've met with Silverlan on Steam today, and decided to send him the materials necessary for the Shrieker. Naturally this means exporting the animations into SMD format. And as I went to do this, I went about my usual process. When I've exported in the past, I've assumed that the exporter will only be able to recognize keyframes, and not merely interpret the motion of the bones. So since the motion of the legs is dictated by the IK, I've figured the legs themselves wouldn't have keys if I exported. This has led me to going into the Trajectories panel and collapsing the transforms of all the bones, which in theory is meant to ensure that the current motion data is translated into frames on those bones. This however, seems to have flaws. If anyone recalls back when I was supposed to do the Halo Grunt snpc for Xystus, you might remember that I was incapable of finishing the Grunt because it's left leg didn't get keyed properly when I performed the transform collapse. This resulted in there being no Halo Grunt snpc. Well, the past came back to haunt us. To my utter shock, the same fate, even on the same leg, had befallen the Shrieker. But I couldn't accept it, oh no, not this time. So in a desperate act, believing it wouldn't work, I re-opened the file, and said fuck you to the transform collapse, and exported to SMD. I opened the reference file, and imported the animation SMD... ...the leg was fixed. And better than that, the animation was EXACTLY as it was supposed to, legs and all. It turned out the SMD exporter is a Hell of a lot smarter than I thought. It DOES convert motion into Keyframes regardless of what keyed that motion, which means I've been going through and unnecessary step this whole time. What it means, is that the Shrieker is fine, and that Silverlan has all he needs right now. He even asked for everything un-compiled so he could do it himself. He's working the code as well as the QC of the model itself, which is good news for me, because it means less headaches trying to put a QC file together which will work with Silverlan's infrastructure. It's an improvement over Xystus having to coach me on how and what to put in the QC file so Rexy would work. It's especially good because Silverlan can create his own action commands into the model without having to guess like Xystus did. He reports successful compiling of the model and that the animations look great in the Model Viewer. So hopefully, it's all down to polish now for the Shrieker. Stratos has textures and a normal map to produce, and Silverlan has the helm on the coding front. And I'm on stand-by in case either of them require anything from me. Ah...I think I'm gonna have some lunch, play something, and see what gets worked on next. I think that since simple bipedal creatures that resemble more conventional NPC's will take less coding and special conditions than say, a 30 foot worm or a 3 foot worm, that a certain flying cephalopod would be the next logical choice.
  • Avatar of Blargtastic
  • I love how we've got three experts doing the three essential things for the tremors snpcs. J-dude: Modeller Stratos: Skinner Silverlan: Coder Success: Guaranteed
  • [QUOTE=Blargtastic;17680622]I love how we've got three experts doing the three essential things for the tremors snpcs. J-dude: Modeller/Animator/Rigger Stratos: Texture Lord Silverlan: Coder/Awesome-in-Chief[/QUOTE] Fix'd, lol. [quote]Success: Guaranteed[/quote] Don't Jinx us man... *waves fist; knocks several types of wood*
  • Avatar of Blargtastic
  • [QUOTE=J-Dude;17681155]Fix'd, lol. Don't Jinx us man... *waves fist; knocks several types of wood*[/QUOTE] lol. :v:
  • Avatar of Sgtdawn
  • [QUOTE=AlienFanatic;17666989]I'VE BEEN FOLLOWING THIS SINCE THE THREAD WAS MADE. YOU'VE PROBABLY BEEN FOLLOWING THIS FOR A MONTH, AT BEST. THAT IS NOT A LONG TIME! /Caps[/QUOTE] no sweat! ive been folowing this too since it started! in ya facE!! [editline]05:21PM[/editline] [QUOTE=The Antagonist;17668772]Don't get your panties in a bunch, also Stgdawn, LEARN TO SPEAK ENGLISH, dude, no one is going to take you seriously if you talk like a retarded lolcat.[/QUOTE] srry im from sweden =D