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  • Run'n Shoot Animations

    (Note: I have absolutely no knowledge of QuakeC)

    This really isn't a big matter to most, but I've observed that models can't run and shoot at the same time because of the engine's limitations.

    Since the anims are frame based, it's not possible to have the top half of a player model moving separately to the bottom half (like in today's FPS's).

    This results in the player "gliding across the ground" if he is shooting and running at the same time, because only one full-model animation at a time can be played.


    I thought of maybe a simple way to get around that (although this might be ridiculously stupid): Have a shooting animation AND a running-and-shooting animation. So if player shoots, and is running, instead of the bare shooting animation, the running-and-shooting animation is played.

    It's bucketloads of work for something so unnoticeable. But I just like to point out these little observations.

  • #2
    To do this, you would need to have 2 models for each monster, one for the top half, one for the bottom half. This not only means 2 model precaches (which means that you hit the hard limit of 256 a lot faster), but each monster would need a second entity (which also makes you hit a hard limit faster, although this limit is higher and somewhat mutable).

    By having 2 entities for each monster, you make explosions extra powerful, because they would see both entities, and do damage to each one. This is workaroundable by making one of them DAMAGE_NO, but then other things would likely break. There is a better workaround that makes it work correctly, but it's messy. You would also need a MOVETYPE_FOLLOW effect on one of the halves to accurately track the other half.

    You are right, therefore, that the better solution is to just have a "run and shoot" anim sequence in the model. However, this is less than ideal, as it's difficult to modify models in this way, and there is also a hard limit for the number of frames available.

    You are, however, slightly incorrect. There is nothing at all that stops a moving monster from shooting. It would just very likely fail to match up with its animations...
    16:03:04 <gb> when I put in a sng, I think I might need nails
    16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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    • #3
      Originally posted by Lardarse View Post
      To do this, you would need to have 2 models for each monster, one for the top half, one for the bottom half. This not only means 2 model precaches (which means that you hit the hard limit of 256 a lot faster), but each monster would need a second entity (which also makes you hit a hard limit faster, although this limit is higher and somewhat mutable).

      By having 2 entities for each monster, you make explosions extra powerful, because they would see both entities, and do damage to each one. This is workaroundable by making one of them DAMAGE_NO, but then other things would likely break. There is a better workaround that makes it work correctly, but it's messy. You would also need a MOVETYPE_FOLLOW effect on one of the halves to accurately track the other half.

      You are right, therefore, that the better solution is to just have a "run and shoot" anim sequence in the model. However, this is less than ideal, as it's difficult to modify models in this way, and there is also a hard limit for the number of frames available..
      The monsters are fine since they don't strafe or do complex movements. This only applies to player models.

      The original Quake player models had running-while-swinging animations for the axe.

      And yes, I really understand what you're explaining. The engine is limited in entity numbers and also uses stop-motion models which can't just be bone-animated.

      Hence the difficulty of animating Quake models, has anyone actually ever made completely new animated NPC models? I've only seen custom skins and new weapon models.

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      • #4
        Originally posted by Bleson View Post
        The monsters are fine since they don't strafe or do complex movements. This only applies to player models.

        The original Quake player models had running-while-swinging animations for the axe.

        And yes, I really understand what you're explaining. The engine is limited in entity numbers and also uses stop-motion models which can't just be bone-animated.

        Hence the difficulty of animating Quake models, has anyone actually ever made completely new animated NPC models? I've only seen custom skins and new weapon models.
        I don't know what a NPC model is, but it sounds obvious to me that quake engines today should all support model format that modelers are familiar with. How many modelers would learn an obsolete technology ?
        engine: quore.free.fr

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        • #5
          Originally posted by lxndr View Post
          I don't know what a NPC model is.
          Models for the characters/monsters/enemies.

          The only example of purely new NPC models (that I've seen) are from Ajay's Raptors series.



          That guy had talent.

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