Re: Battlesuit
Thanks gavlig. I'll get back to you by Wednesday.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
Thanks gavlig. I'll get back to you by Wednesday.
So, it looks like we only implemented deltas for the regular human. I'm refactoring the code to more modularize our hacks so that we can add similar hacks for all of our models!
+1 for "modularized hacks"
http://unvanquished.net/~modi/unvanquished_0.50.1.pk3
See if this helps fix bsuit deltas. note that blaster has its own idle animation and shouldn't use a delta: "stand_blaster"
Furthermore, also note that I've included an edit to bsuit_human's character.cfg:
I've put
modifiers
{
HandDelta
}
underneath the "sex" directive. This tells the engine to apply the HandDelta animation modifier which will apply deltas to the model.
code is here if you're interested in background: https://github.com/Unvanquished/Unvanqu ... /974/files
I'm interested in background, thank you. Butt why blaster has its own delta? I don't remember why we decided to do it that way, but i think it's redundant, up to 400 frames when you can utilize usual idle + delta
whining again, to find proper names for animations i had to look through cg_players.cpp : 439, and find BG_WEAPON and then bg_misc.cpp : 564. I'm not going to stay forever Ishq, warnings should give expected names for animations ;)
meanwhile i'm exporting an iqm with all deltas now and gonna check them soon
fixed all fixable deltas:
.iqm: https://drive.google.com/open?id=0B_q1P ... EV6Z2xXM2c
.blend: https://drive.google.com/open?id=0B_q1P ... WxycjRISGs