Author Topic: Project Q Updated to v2.0  (Read 11558 times)

Legacy_YeoldeFog

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« Reply #405 on: June 27, 2014, 06:11:02 am »


               


Yay! Creepy crawlies!


Quick possibly unrelated question.... do skeletons by chance have a similar alternate spawn animation?  Something like them crawling up out of the ground?




 


I have tried to simulate this with the climb wall animation, but since that animation (even the end of it) take some time, a PC may have some time to kill the skeleton before the animation is complete. Also, it didn't work well because the skeleton canceled the animation when it sees the PC and attack instead! '<img'>


               
               

               
            

Legacy_MannyJabrielle

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« Reply #406 on: June 27, 2014, 06:15:24 am »


               

Hrmm, my current project is trying to make a decent ferret... which will include learning how to do animations.... I may start off first by just trying to make such an alternate spawn animation for skeletons.


What inspired me to ask actually was watching the last episode of GoT, where Bran and company finally get to the tree and all those skeletons start popping out of the ground, ready to go at it.


If I can do it, it would be nice to adapt it to zombies too, for popping out of graves....


Dammit... another squirrel.  My module will never be finished. Ever.



               
               

               
            

Legacy_Hekatoncheires

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« Reply #407 on: June 27, 2014, 07:56:00 am »


               

Worth noting; in the issig haks that feanor drew his materials from, there's mounted versions of the kilts/skirts. Their numbers gel with feanor's.



               
               

               
            

Legacy_Pstemarie

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« Reply #408 on: June 27, 2014, 11:22:24 am »


               


Hrmm, my current project is trying to make a decent ferret... which will include learning how to do animations.... I may start off first by just trying to make such an alternate spawn animation for skeletons.


What inspired me to ask actually was watching the last episode of GoT, where Bran and company finally get to the tree and all those skeletons start popping out of the ground, ready to go at it.


If I can do it, it would be nice to adapt it to zombies too, for popping out of graves....


Dammit... another squirrel.  My module will never be finished. Ever.




 


Manny, in the Q a_ba series there is a "climb from pit" animation in the Custom6 slot that might meet your needs. 


 


EDIT - Tested with the following code. Monster climbs from ground and then attacks - does not cancel animation to do so. I used the PostSpawn Event which requires that the creature use the XP2 Monster Events and has the variable "X2_USERDEFINED_ONSPAWN_EVENTS" set to 2. Below is the code that replaces the UserDefined Event. I haven't fine tuned the timing of the action queue, but its pretty close as is. When you spawn the creature have it rotated so that its back is facing the PC, as the creature rotates 180 degrees at the start of the animation.


 



//::///////////////////////////////////////////////

//:: Name x2_def_userdef

//:: Copyright © 2001 Bioware Corp.

//:://////////////////////////////////////////////

/*

    Default On User Defined Event script

*/

//:://////////////////////////////////////////////

//:: Created By: Keith Warner

//:: Created On: June 11/03

//:://////////////////////////////////////////////

 

const int EVENT_USER_DEFINED_PRESPAWN = 1510;

const int EVENT_USER_DEFINED_POSTSPAWN = 1511;

void main()

{

    int nUser = GetUserDefinedEventNumber();

    if (nUser == EVENT_USER_DEFINED_POSTSPAWN)

    {

        ClearAllActions();

        ActionPlayAnimation(ANIMATION_LOOPING_CUSTOM6,2.0,13.0);

        DelayCommand(0.2, ActionDoCommand(SetCommandable(TRUE)));

        DelayCommand(12.8, SetCommandable(FALSE));

    }

}



               
               

               
            

Legacy_Rolo Kipp

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« Reply #409 on: June 27, 2014, 01:11:50 pm »


               

<mutter...>


 


nVL681I.png


 


<...grumbling>



               
               

               
            

Legacy_boodah83

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« Reply #410 on: June 27, 2014, 01:20:46 pm »


               


Just uploaded another "Greco-Roman" skirt




 


Sounds cool, but I think it is still missing in parts_robe.2da (robe077).



               
               

               
            

Legacy_Pstemarie

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« Reply #411 on: June 27, 2014, 01:31:55 pm »


               


Sounds cool, but I think it is still missing in parts_robe.2da (robe077).




 


Mutter...grumble...**** robes....grumble...mutter...


               
               

               
            

Legacy_boodah83

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« Reply #412 on: June 27, 2014, 04:05:53 pm »


               
This post will only further increase your undying love for robes, I fear:


Jk, it's not really an issue, but Robe 077 (59 in the toolset) was already in as robe 176 (99 in ts). Though only the male version; the female one is a different model with broken textures it seems.

 

So 176 could either be deleted, reworked or just left as is, imho.



               
               

               
            

Legacy_Verilazic

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« Reply #413 on: June 27, 2014, 04:36:56 pm »


               

Speaking of robes, are they really capped at 255? >.<



               
               

               
            

Legacy_Verilazic

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« Reply #414 on: June 27, 2014, 05:07:27 pm »


               


I've been so busy adding content that I've pretty lax with the documentation. However, the animation sets you're looking for are included and are documented. If you're thinking of adding animations to the primary animation supers, you'll find there just isn't that much space left. However, its fairly easy to implement then through other phenos. 


 


What animation sets are you interested in particular?


 


The wiki is being added to constantly, but the primary caretaker of that site had some computer issues recently and has been working on content. 




 


Phenotype 64-76 Animations are probably the other main pack I was considering.


               
               

               
            

Legacy_henesua

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« Reply #415 on: June 27, 2014, 05:20:04 pm »


               


Speaking of robes, are they really capped at 255? >.<




all parts are capped at 255.


               
               

               
            

Legacy_Anamorphose

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« Reply #416 on: June 27, 2014, 05:40:05 pm »


               

I dl all the new update, but I'm not sure I done it well.


I must try to see on the toolset if I have all the new stuff.


Amazing work, by the way. '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #417 on: June 27, 2014, 06:26:17 pm »


               


 


This post will only further increase your undying love for robes, I fear:


Jk, it's not really an issue, but Robe 077 (59 in the toolset) was already in as robe 176 (99 in ts). Though only the male version; the female one is a different model with broken textures it seems.

 

So 176 could either be deleted, reworked or just left as is, imho.


 




 


I had changed robe176 to have chainmail over the legs when I noticed it was a dupe of robe077, but neglected to upload the new textures and icons. Its fixed now.



               
               

               
            

Legacy_Pstemarie

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« Reply #418 on: June 27, 2014, 06:36:04 pm »


               


Phenotype 64-76 Animations are probably the other main pack I was considering.




 


Those could be dropped in easy enough I just wasn't sure it was worth having that many sitting animations. I wonder if they could be consolidated down into one pheno...


               
               

               
            

Legacy_SHOVA

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« Reply #419 on: June 27, 2014, 08:43:15 pm »


               

Pstemarie,


Have you tried to add the options to robes like the shields have? The ability to mix and match certain robe parts would be wonderful!