The Kirbyfaust


(stealth6) #21

I don’t think you can animate the 3d model (make the arms move for example) - although I’m not a modeler I just opened rayban’s pk3 file and had a look how he animated the eyes. It’s just a shader file using animmap.


models/weapons2/rays_nades/eyes_1
{
	{
		map textures/effects/envmap_slate.tga
		rgbGen lightingdiffuse
		tcGen environment
	}
	{
		animMap 8 models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye2.tga models/weapons2/rays_nades/eye3.tga models/weapons2/rays_nades/eye2.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga models/weapons2/rays_nades/eye1.tga
		blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		rgbGen lightingdiffuse
	}
}

Maybe you could kind of animate it by making the whole model a sprite and then use autosprite, or just his arms and legs. Anyway Good luck!


(acQu) #22

Oh, nice to know it is just a shader. That is quite cool. I actually just envision eyeblinking for kirby. Nice!!


(Mateos) #23

Just take the 3rd person MD3 and add it as a misc_model?

Thanks to IndyJones for the idea and tut, I may upload the files maybe…

Edit: Topic marked as unread, I did not saw page 2… What I wrote was for taking a screenshot of a gun ^^’


(twt_thunder) #24

Ok… after your amazingly fast help on my jæger safe, I decided to help you out with the kirbyfaust. I don’t know if I can help you with all but I’ll do what I can do and then we cross our fingers that someone else here helps us with the rest :slight_smile:
well, as I had totally crash this summer and had to set up the computer from scratch I dont have the old model anymore… So I started out again… made an kirby:


and I made a scetch how the faust can be? if you say ok I’ll go further on it

EDIT:
And… how big should kirby be?

like this?



(twt_thunder) #25

Da kirby is in tha house… 3rd person only atm…


EDIT:did a little scaling on it to fit hands… looks better now:



(twt_thunder) #26

and about this… think I will make he’s face its own picture on 1st person

EDIT: Have been studying the panzerfaust and how its built in firstperson, and after what I can see the only things i can do something with is barrel and barrel 2… and make a missile model so you actually shoot a kirby.


(acQu) #27

Oh hai :smiley: I thought noone would pick this up. Thanks for re-digging this, much appreciated.

I need to check this out the other day, but this model, is it md3? So one can do shooting animation for it?

Here is what i envision. Two types of animation:

  • One animation from shader (eyeblink), plays constantly in loop, no mesh, just plays a slideshow of pics on the eyes, like Rayban models (see chicken grenade) :slight_smile:

  • Then other animation where it shoots. The shooting will suck Kirby into this hole and he gets shot out of the front as missile. I would trigger this animation from code, but would need to look this up first. If someone knows already would be great. Look here, how it shoots: http://www.youtube.com/watch?v=rDGud2Pjw4c

So is it md3 model and can you make animation like you did with Jaeger Safe? :slight_smile:

Size looks ok. Would say we need to get a prototype out first, then do refinement on sizes and stuff.


(twt_thunder) #28

[QUOTE=acQu;478584]Oh hai :smiley: I thought noone would pick this up. Thanks for re-digging this, much appreciated.

I need to check this out the other day, but this model, is it md3? So one can do shooting animation for it?

Here is what i envision. Two types of animation:

  • One animation from shader (eyeblink), plays constantly in loop, no mesh, just plays a slideshow of pics on the eyes, like Rayban models (see chicken grenade) :slight_smile:

  • Then other animation where it shoots. The shooting will suck Kirby into this hole and he gets shot out of the front as missile. I would trigger this animation from code, but would need to look this up first. If someone knows already would be great. Look here, how it shoots: http://www.youtube.com/watch?v=rDGud2Pjw4c

So is it md3 model and can you make animation like you did with Jaeger Safe? :slight_smile:

Size looks ok. Would say we need to get a prototype out first, then do refinement on sizes and stuff.[/QUOTE]

Yeah, well…

heres the deal for now… that animation is not to easy to bring into this… I dont know how to explain it but I will try:
I only change the models on weapons, but keep the “hand” file … this is the one with animation within… and to start dealing with this one I actually cant because i don’t have any prog that read the mdc file… or milkshape does but does not take in the animation :frowning: . the plugin doesnt work as it should… and dealing with ll the tag business that i dont really understand…well dont think so… sorry…

but this I will do: I will try to create this animation within barrel (the kirby sitting on the faust) then you can try to call within code… but I am not to sure that this will work…
But the shader face I think will go fine…
and the missile model is no problem either…
the rest is really up to you :confused:

so we’ll see how it turns out… just now I’ve managed to get rid of pf in 1st person and got the kirbyfaust in… just need some adjustment…


as you see its still missing the kirby and I tell you this is gonna take some evenings to deal with… but I will try to have it done within sunday… But I can’t promise you the moon :wink:


(twt_thunder) #29

and maybe you should change your avatar to this one…lol


(twt_thunder) #30

And I got one mission for anybody who is good too draw…

here is the base of face picture… could anybody make a series of them into an eyeblink and back? because i not such an artist :smiley:



(acQu) #31

So mdc is the base weapon and the barrel on which kirby will sit is md3?

Will be a brain crusher to make this work from code :smiley: (especially since i know next to nothing about mdc and md3 triggering from code).

I have already some code in which deals with dropping md3 models, i guess i could make some baby steps there …

EDIT looked a bit more, it should be possible to do this all in mdc, no? Like for example the reload stuff. On this event some anim gets played. Also possible with shoot, no?

Maybe just finish the static model for now and maybe come back to this later, no stress :slight_smile: I will have to wrap up stuff also, my mod will not be done in the next times, because i can’t really work on it.

Here this is what i found :smiley: http://forums.warchest.com/archive/index.php/t-32972.html


(twt_thunder) #32

[QUOTE=acQu;478590]
EDIT looked a bit more, it should be possible to do this all in mdc, no? Like for example the reload stuff. On this event some anim gets played. Also possible with shoot, no?[/QUOTE]

well, code I know diddle about :slight_smile: , one you should try to add as friend and ask is xdjenkins.
He’s the one helped me out with my mod and made the dyno change from unarmed to armed.

as for mdc and md3 its the same, mdc is just a compressed md3. and I got no program to handle it… I know gmax can load it with a plugin. I tried once to fiddle with it but Its the same as with blender… cant get the grip on those programs.

But I got milkshape and can make animations there, then I save it and open it in misfit 3d and change the skeletal animation to frame animation and export it.
sadly it looses all texture paths so i have to use npherno’s md3 compiler to fix the paths… but it works atleast… just wished I really understood how the tags connects… Because this I havent figured out yet…dosent really seem nesecary with it at all… the only tag i used on weapons models are tag_flash… the rest is just position…

we’ll fix this somehow :smiley:


(acQu) #33

What i mean is this => the animation will get triggered automatically. So nothing has to be done in code, well, nothing unusual at least. I just thought too complicated. So forget everything.

Only question is: shooting animation will be in mdc, right? Then one could make a weapon.cfg like this:

///////////////////////
//
//	Akimbo Colts
//
///////////////////////


newfmt
// config file for weapon animations


//                                 barrel                     barrel
//    first  length  fps  looping  anim bits  animated weap   draw bits
//     /   ___/      /     /      /           /              /
//    /   /   ______/     /      /           /              /
//   /   /   /   ________/      /           /              /
//  /   /   /   /   ___________/           /              /
// /   /   /   /   /   ___________________/              /
///   /   /   /   /   /   ______________________________/
//   /   /   /   /   /   /

6	1	20	1	0	0	0	// IDLE1
60	1	20	1	0	0	0	// IDLE2

7	6	20	1	0	0	0	// ATTACK1
14	6	20	1	0	0	0	// ATTACK2
1	3	20	1	0	0	0	// ATTACK3

70	7	20	0	0	0	0	// DROP
0	6	16	0	0	0	0	// RAISE
21	49	18	1	0	0	0	// RELOAD1
17	48	27	1	0	0	0	// RELOAD2
17	48	20	1	0	0	0	// RELOAD3

0	1	20	1	0	0	0	// ALTSWITCH	(SA) new alt-mode switching anim
0	1	20	1	0	0	0	// ALTSWITCH	(SA) new alt-mode switching anim

I really hope this works, would need just the model with animation in it so i can try :smiley:

Kirby will simply flup down the barrel and come out at front as missile. Then he will reappear again. Should not be too much of animation work, right?

Tags seem to connect via .weap files:

weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		//standModel		""										// weapon pickup 'stand' (do we still use this?)
		//pickupModel		""
		//pickupSound		"sound/misc/w_pkup.wav"
		
		weaponConfig		"models/weapons2/akimbo_colt/weapon.cfg"
		handsModel			"models/weapons2/akimbo_colt/v_akimbo_colt_hand.md3"
		
		flashDlightColor	1.0 0.6 0.23
		flashSound			"sound/weapons/colt/colt_fire.wav"		// supports up to 4 flash sounds
		flashEchoSound		"sound/weapons/colt/colt_far.wav"		// supports up to 4 flash echo sounds
		//lastShotSound		""										// supports up to 4 last shot sounds
		
		//readySound		""
		//firingSound		""									// no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
		//overheatSound		""
		reloadSound			"sound/weapons/colt/colt_reload_akimbo.wav"
		//reloadFastSound	""									// some weapons have fast reloads due to the skill system
		//spinupSound		""									// sound started when fire button goes down, and stepped on when the first fire event happens
		//spindownSound		""									// sound called if the above is running but player doesn't follow through and fire
		switchSound			"sound/weapons/misc/silence_on.wav"	// allow overriding of weaponswitch sound
		
		//weaponIcon			"icons/iconw_colt_1"
		weaponSelectedIcon	"icons/iconw_colt_1_select"
		
		//missileModel		""
		//missileSound		""
		//missileTrailFunc	""									// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		//missileDlightColor	0 0 0							// do we still use this?
		
		ejectBrassFunc		"MachineGunEjectBrass"				// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
		
		//modModel 1		""
		
		firstPerson {
			model			"models/weapons2/akimbo_colt/v_akimbo_colt.md3"
			flashModel		"models/weapons2/akimbo_colt/v_akimbo_colt_flash.mdc"

			// weapon building
			// the parts are numbered because there are some hardcoded references for some weapons to certain parts
[B]			weaponLink
			{
				part 0
				{
					tag		"tag_barrel"
					model	"models/weapons2/akimbo_colt/v_akimbo_colt_barrel.mdc"
				}
				part 1
				{
					tag		"tag_barrel2"
					model	"models/weapons2/akimbo_colt/v_akimbo_colt_barrel2.mdc"
				}
				part 2
				{
					tag		"tag_barrel3"
					model	"models/weapons2/akimbo_colt/v_akimbo_colt_barrel3.mdc"
				}
				part 3
				{
					tag		"tag_barrel4"
					model	"models/weapons2/akimbo_colt/v_akimbo_colt_barrel4.mdc"
				}
				part 4
				{
					tag		"tag_barrel5"
					model	"models/weapons2/akimbo_colt/v_akimbo_colt_barrel5.mdc"
				}
			}[/B]
		}
		
		thirdPerson {
			model			"models/weapons2/colt/ss_colt.mdc"
			flashmodel		"models/weapons2/colt/colt_flash.mdc"
		}
	}
}

Right? I think a tag is nothing but a point in the model with a name. Then you can attach parts to that tag via these weap files i guess. Correct me if im wrong. Never looked this up before.

I think this will be fairly easy once you manage to put animation in model. :penguin:


(twt_thunder) #34

hehe no it isnt so easy… the mdc file is the original panzerfaust … as I said cant deal with it sorry…

but here is so far as i have gotten at the moment… cant get the shader to work though…

http://lucky13th.org/thunderpwn/downloads/zz_kirbyfaust.pk3



(acQu) #35

It works. Thanx alot buddy. PM me for script stuff, i will do objective scripting if needed on modern et maps (possible other stuff, depends on skill).

This is great!! :smiley:

P.S. the thing actually works. No clue what the problem is, but the kirby will flup through the hole as soon as i fire. So good work on that. That makes it look good.

Will work out the eyeblinking. Should not be too hard. Also, need to modify the kirby missile. Had used the wrong model already, now it shoots the pf model as missile itself :smiley:

EDIT and here with the right missile:


With different smoke trail:


Did crop the image so that i don’t reveal too much info about my mod. But here it is :smiley: Is it maybe possible to scale the model a bit, maybe times 2-4 or something, just that it gets a little bigger. I mean just an extra model for this, because currently i am using kirby_barrel.md3 for missile model. I need an extra one with a bit bigger scale. Just a bit.

P.S although nevermind, i can scale it with blender.


(RayBan) #36

From my understanding… and i kinda forgot how… you can introduce new animations in the first person view… as they are md3’s… I never went to that effort, since all I needed was blinking eye’s… but my understanding it was possible…

And I will whine again, like I did before… where are the animation tools from activision for this game… please release them finally… =P


(acQu) #37

[QUOTE=RayBan;478777]From my understanding… and i kinda forgot how… you can introduce new animations in the first person view… as they are md3’s… I never went to that effort, since all I needed was blinking eye’s… but my understanding it was possible…

And I will whine again, like I did before… where are the animation tools from activision for this game… please release them finally… =P[/QUOTE]

That would indeed be the one big thing missing in terms of modding tools. We have complete source code, map editor, but model tools missing :frowning: Always thought it would be in hand of SD or id to release those tools, not Activision.

And i got eye blinking to work with this shader here. Just a copy paste with modified names from eyeblinking of chicken nades :stuck_out_tongue: If you have more models like this Rayban, then give them to me, i need stuff like this :smiley:

models/weapons2/kirbyfaust/face1
{
	{
		map textures/effects/envmap_slate.tga
		rgbGen lightingdiffuse
		tcGen environment
	}
	{
		animMap 8 models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face3.jpg models/weapons2/kirbyfaust/face4.jpg models/weapons2/kirbyfaust/face3.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg models/weapons2/kirbyfaust/face1.jpg
		blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
		rgbGen lightingdiffuse
	}
}

Thanks again. Cheers!!! :penguin:


(RayBan) #38

I once thought of a mod, where everything was gothic… you have both teams in axis long uniforms, such as it is now, with different skins… classes… same or close as it is… a wizard war…you make new 1st person md3’s which have books open, and cast spells… new or altered projectiles to show that… animating the 1st person would be easy… make gothic castle’s and battlegrounds… spells instead of ammo… but in the end, it needed new mdc animation…
and of course… the animation for bodys was never released… so… what can you do… just blink eyes… =P


(twt_thunder) #39

sent you a new pm :smiley: glad you liked it… beware that the model in pm have another texture !!!


(twt_thunder) #40

what are you gonna use for handguns?