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backdo we need more characters?

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do we need more characters?
Posted by
BBQsauce

J.M.
(599 posts)

This looks so fantastic

GG saibot, shitload of pork points you will get here, when it's gonna be added to the game

DroiD
Member
(67 posts)

Jal, do the animation.cfg's do framegroup anims?

just in case you dont undestand my very unprofesional writing i mean instead of something like this...

40 58 0 24 //BOTH_DEATH1


use something like this...

death1 0 24 //BOTH_DEATH1
(if i grouped 18 frames and called them death1 in blender)


jal

master of the universe
(10599 posts)

No, you have to tell the initial frame and the (i dont recall now if the ending frame or the numbers of frames). The other values are for looping frames in case you want to have less looping frames than the whole animation (set up a animation start followed by the loop) and the FPS at which the animation is played.

Jumping animations for example loop only the last frame so they are played once and stay there waiting for the next animation.

I may have some details wrong (It's been years since the last time I looked one animation.cfg), but that's the global idea.
(updated 2012-08-05 20:58:35)

noobsaibot

Member
(22 posts)

DroiD wrote:
If you get it working in-game tell me because i have tried with 3 models, obviously not mine (yet)and animated them but...

*cant find pics on pc*

in blender its like this:
o
|||
|
| |

in game its like this:

*undescribable thing*

so i would be really grateful if crizis put bobot example blend even tjo game is closed source



I think all I was doing wrong is not selecting vertex colors while exporting. It should go like this in blender: while you have both the mesh and armature selected use the iqm export addon and enter your coma seperated animations make sure to tick the vertex colors box select your material and click the de-rigify option if your using a rigify produced armature then finally export IQM. the models shows up in the game now. But I don't have an animation.cfg file fully setup yet since my animations aren't done .. and my shader is still messed up :(
(updated 2012-08-06 08:44:03)

DroiD
Member
(67 posts)

noobsaibot wrote:
DroiD wrote:
If you get it working in-game tell me because i have tried with 3 models, obviously not mine (yet)and animated them but...

*cant find pics on pc*

in blender its like this:
o
|||
|
| |

in game its like this:

*undescribable thing*

so i would be really grateful if crizis put bobot example blend even tjo game is closed source



I think all I was doing wrong is not selecting vertex colors while exporting. It should go like this in blender: while you have both the mesh and armature selected use the iqm export addon and enter your coma seperated animations make sure to tick the vertex colors box select your material and click the de-rigify option if your using a rigify produced armature then finally export IQM. the models shows up in the game now. But I don't have an animation.cfg file fully setup yet since my animations aren't done .. and my shader is still messed up :(



...which blender u use? i use 2.49b
but anyway i get this during export:

Traceback (most recent call last):
File "/home/imarom/blender-2.49b-linux-glibc236-py26-i386/.blender/scripts/iqm_export.py", line 933, in handle_button_event
exportIQM(iqm_filename.val, iqm_usemesh.val != 0, iqm_useskel.val != 0, iqm_usebbox.val != 0, iqm_scale.val, iqm_animspec.val)
File "/home/imarom/blender-2.49b-linux-glibc236-py26-i386/.blender/scripts/iqm_export.py", line 872, in exportIQM
meshes = collectMeshes(bones, scale, useskel, filetype)
File "/home/imarom/blender-2.49b-linux-glibc236-py26-i386/.blender/scripts/iqm_export.py", line 727, in collectMeshes
matprefix = (data.materials and data.materials[matindex].name) or ''
IndexError: list index out of range

Jal? Vic? Anyone reads this?
(updated 2012-08-06 18:31:09)

jal

master of the universe
(10599 posts)

I'm sry, Droid, but I don't use Blender. I have no idea.

MagusZero
Chaotician
(1858 posts)

I expect it's a version issue; luckily, since the plugin is for iqm, it should be well documented somewhere else.

jal

master of the universe
(10599 posts)

Check here: http://lee.fov120.com/iqm/

DroiD
Member
(67 posts)

so i manage to export it (btw nice model noobsiabot) but the console (warsows) says it has no frame bounds
if it means it has no anims it does, 946 frames worth.
but if not how can i fix

EDIT: IGNORE ABOVE

One thing you could do noob is remake some of the game ones like padpork to make him more techy.
(updated 2012-08-06 20:18:57)

noobsaibot

Member
(22 posts)

It seems the addon stays fairly up to date. The most current stable blender release is 2.63 and It is supported. ;) but it looks like it goes back to 2.49





Finally got him ingame! ...kinda, the shader is still messed up and I don't really have any animations but at least it's a start ;)
(updated 2012-08-07 08:45:50)

crizis

Mad Hatter
(4076 posts)

Kimza

Developer
(381 posts)

Damn nice job noobsaibot! :)

homart

Player
(679 posts)

more poly on legs and hands ? Goodwork anyway !
ps: what happenned to the major model?
(updated 2012-08-07 10:50:35)

DroiD
Member
(67 posts)

he finished it it said [FINAL] on thread, he still had problems with anims file :P

noobsaibot

Member
(22 posts)

yeah I was ready to be done with the major by that time ;) if I hadn't overwritten my partition table and lost the file i'd probably try and fix some of those animations :(

Xanthus

Member
(220 posts)

CAPTAIN JACKFLY! I've been raving about him forever. I would pay at least $20 payapl towards a Captain Jackfly model. Honestly probably up to $30.

I'll code you a gametype. I'll coach you in duel (or rduel :> ). Just do Captain Jackfly :D!
(updated 2012-08-08 10:23:59)

SkulP

¯\_(ツ)_/¯
(404 posts)

adem

Группа ВКонтакте vk.com/wsw_ru
(1297 posts)

Xanthus wrote:
CAPTAIN JACKFLY! I've been raving about him forever. I would pay at least $20 payapl towards a Captain Jackfly model. Honestly probably up to $30.

I'll code you a gametype. I'll coach you in duel (or rduel :> ). Just do Captain Jackfly :D!


qft

jihnsius

<3<#<3
(595 posts)

Woah. I know what model I'm using from now on.

SkulP

¯\_(ツ)_/¯
(404 posts)

Hope this one presents different sounds from bigvic/viciious cos I plan on using it for my team and bigvic for enemies since it "fits the hitbox perfectly". :D


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