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  • #76
    I am uploading a video soon. hopefully it will be better quality then my half-assed demo shown earlier in this thread.

    Sorry for the low quality, I didn't have much time to provide 1080p 4GB upload on a 768kbps up DSL modem.

    [ame]http://www.youtube.com/watch?v=nY_dp48tq8M[/ame]
    Last edited by Phenom; 07-02-2012, 09:12 PM.
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    • #77
      tweaking your player mesh.
      WARNING
      May be too intense for some viewers.
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      • #78
        Updated video of me beating MadGypsy's level in the Qung Fu mod!

        This is actually addictive need more monsters and more battles!

        [ame=http://www.youtube.com/watch?v=V0dOXNIrc2w]Qung Fu Testing - YouTube[/ame]

        Originally posted by bluntz View Post
        tweaking your player mesh.
        Bluntz,

        You might want to hold off if you have something up your sleeve. if the default model changes much QC will have to be re-written.
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        • #79
          "this video is unavailable"

          if the default model changes much QC will have to be re-written.
          this is not a problem

          This is actually addictive need more monsters and more battles!
          That's a throw-together level that I used to test things like my points mod. I can make a real one but I was kinda waiting for more animations so you can do more than punch.
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          • #80
            Originally posted by MadGypsy View Post
            "this video is unavailable"



            this is not a problem



            That's a throw-together level that I used to test things like my points mod. I can make a real one but I was kinda waiting for more animations so you can do more than punch.

            Video is still uploading(75%).
            This is a much higher quality video and it's around 4:27 long I believe at 720xvid home theater setting. The results should look crisp yet not tax my internet connection all-day while 8GB videos upload!

            I've added a kick, a more realistic "kung-fu stance and attack and removed a couple frames from the punch animation which turned out nice (faster punching).

            have you checked your PMs? I'd like to add a roundhouse and a couple others... I hope you don't mind that I'm spoon feeding you new animations heh.
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            • #81
              Yeah I checked my PMs but it doesn't work. Darkplaces quits after the load screen. Also the model you sent me has no frame labels, it's all one long animation.

              *320 points - that's pretty good, it means you didn't let too many monsters kill each other. You only get those points if you deal the blow that kills.

              zombie 5pts
              soldier 10pts
              knight 15 pts
              ogre 25 pts

              Knights health was too high to ever get past the 2nd wave so I reduced his health BUT ogre health is still 200. Ogre is a troublemaker and ends up fighting half the monsters so I left his health high. I'm not saying since the video, I am saying this is how it is.

              For those that don't know axe "ammo" is the current points system.

              ---

              When you played the first time, I saw you jumping to the first wave and I was thinking "You are never gonna beat this without that secret armor". Then the second time came and you went right to it. Confusing. Why did you skip it if you knew it was there?

              There is way too much health in the 3rd wave.

              I actually got the idea for my little simple "wave" game from that vid mindz posted that was one huge ass room with like 1000 monsters in it. Making it one huge room would have eliminated the need for jump, so I just broke it up. All-in-all I think I spent about 2 hours on this (not including making the player.qc).

              @ new animation - it looks cool but I bet it is actually jacked up. W_FireAxe() needs to be put on the frames that include a blows full extension. Maybe you noticed this, but if you didn't your animation is arbitrary because it is dealing pain on the 2nd and 4th frame regardless of what the character looks like he is doing.
              Last edited by MadGypsy; 07-06-2012, 03:10 PM.
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              • #82
                Updated the link, please re-check Qung Fu model link!

                For some reason the frames were not set in the mdl file and they were just named in 1 whole line frame_0 -thru- frame_39. Odd that this didn't effect anything? the model still reacts to the proper animations ( am I wrong? ).

                This really was fun to play and I think more people should get to play this also!
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                • #83
                  Odd that this didn't effect anything?
                  it didn't work at all for me. I haven't tried the new one yet

                  This really was fun to play and I think more people should get to play this also!
                  We should probably come up with at least one dedicated punch and kick and of course a finished map. You end up in the last chamber and then what? You can't even explore (the nothing) lol. You are just trapped in a room with a bunch of smelly dead monsters and nowhere to go/nothing to do.

                  I will extend the map, add more waves, maybe at least some columns/arches or something, reduce health packs to the least amount necessary to win if you are good, other stuff.
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                  • #84
                    Originally posted by Phenom View Post
                    Updated video of me beating MadGypsy's level in the Qung Fu mod!

                    This is actually addictive need more monsters and more battles!

                    Qung Fu Testing - YouTube



                    Bluntz,

                    You might want to hold off if you have something up your sleeve. if the default model changes much QC will have to be re-written.
                    Vertex of the mesh only should be ok with a new skin I do believe.
                    I see you have pre assigned vertex groups and explains a problem with the .bvh attaching to single armatures.I hoped to have a large pose library for you to pick from instead of having to pose each frame manually.I had found some karate moves like the roundhouse and others.Carnagie melon has a large library.
                    Last edited by bluntz; 07-06-2012, 05:44 PM.
                    WARNING
                    May be too intense for some viewers.
                    Stress Relief Device
                    ....BANG HEAD HERE....
                    ---------------------------
                    .
                    .
                    .
                    .
                    .--------------------------

                    Comment


                    • #85
                      It's almost kind of like a "mt.doom" type feel when I play, almost like im scaling the innards of a mountain to reach the top, pretty cool vertical action!

                      Could you imagine 10 waves?

                      Or even more hardcore.... 100 wave mode! imagine that...

                      first 1-10 waves
                      2 dogs 1 grunt + 1 health pack
                      3 dogs 2 grunt + 1 health pack
                      4 dogs 3 grunt + 1 health pack
                      5 dogs 4 grunt + 1 health pack
                      5 dogs 5 grunt + 1 health pack
                      ...

                      Armor + health dispenses for player(s)

                      10-20
                      2 dogs 1 enforcer + 2 health pack
                      3 dogs 2 enforcer + 2 health pack
                      4 dogs 3 enforcer + 2 health pack
                      5 dogs 4 enforcer + 2 health pack
                      6 dogs 5 enforcer + 2 health pack

                      Armor + health dispenses for player(s)
                      (You should get some type of long range weapon by now)

                      20-30
                      2 dogs 1 enforcer + 2 health pack
                      3 dogs 2 enforcer + 2 health pack
                      4 dogs 3 enforcer + 2 health pack
                      5 dogs 4 enforcer + 2 health pack
                      6 dogs 5 enforcer + 2 health pack

                      Armor + health dispenses for player(s)

                      and so on all the way to the top of MT.DOOM!

                      The concept I think is awesome but the work involved is
                      more then imagined I'm betting.

                      Just an idea.

                      I'd like to be able to fall in lava and or cliffs and die in slime!


                      Originally posted by bluntz View Post
                      Vertex of the mesh only should be ok with a new skin I do believe.
                      I see you have pre assigned vertex groups and explains a problem with the .bvh attaching to single armatures.I hoped to have a large pose library for you to pick from instead of having to pose each frame manually.I had found some karate moves like the roundrouse and others.Carnagie melon has a large library.
                      That would make life so much more easier... and animating so much more interesting!

                      I plan on adding the round house next! MadGypsy said the same thing if I remember correctly ("Make a roundhouse animation!").
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                      • #86
                        2 dogs 1 grunt + 1 health pack?

                        I have you fighting 10 soldiers 8 knights 1 ogre and a zombie just for 1 armor and 4 health packs. I could probably drop it all the way to just the armor (maybe 1 health).

                        I need more animations.

                        roll, block, dedicated punches and kicks, ?crawl?, fight advance (vs run), side kicks, sweep kicks, elbows, ?head butt?, ?throw/being thrown?...


                        ~I relabeled the entire model. I also have a theory of why it worked without the frames labeled properly in the model. I declared the frames in perfect order in the QC and you did not change the count or order in any way. This (if I am right) means that model frame labels in the mdl do nothing, the QC defines the entire model with exception to the geometry.
                        Last edited by MadGypsy; 07-07-2012, 03:34 AM.
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                        • #87
                          Originally posted by MadGypsy View Post
                          2 dogs 1 grunt + 1 health pack?

                          I have you fighting 10 soldiers 8 knights 1 ogre and a zombie just for 1 armor and 4 health packs. I could probably drop it all the way to just the armor (maybe 1 health).

                          I need more animations.

                          roll, block, dedicated punches and kicks, ?crawl?, fight advance (vs run), side kicks, sweep kicks, elbows, ?head butt?, ?throw/being thrown?...


                          ~I relabeled the entire model. I also have a theory of why it worked without the frames labeled properly in the model. I declared the frames in perfect order in the QC and you did not change the count or order in any way. This (if I am right) means that model frame labels in the mdl do nothing, the QC defines the entire model with exception to the geometry.
                          You might look at these
                          Karate | mocapdata.com
                          WARNING
                          May be too intense for some viewers.
                          Stress Relief Device
                          ....BANG HEAD HERE....
                          ---------------------------
                          .
                          .
                          .
                          .
                          .--------------------------

                          Comment


                          • #88
                            Was the real time physics mod for Quake of any relevance/assistance?
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                            • #89
                              Originally posted by bluntz View Post
                              You might look at these
                              Karate | mocapdata.com

                              I was able to import the animations and out worked good!

                              But I'm on my phone rght now.. And can't provide a video...but it's really cool!
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                              • #90
                                Double posting since 2006.

                                Thanks to bluntz...

                                Here is the Qung Fu fighter model (made by me) animated using motion capture(MOCAP) real live acting.

                                The rotations are a bit quirky, but I spent about 5 minutes adjusting bones and walla, HIGH KICK!

                                [ame]www.youtube.com/watch?v=5MPMdDvSoT4[/ame]

                                Good stuff yeah?
                                ;=]

                                I'm !assuming! I could export frames to MDL now and import multiple frames into QMe Quake 3d model editor right into the player.mdl(Qung Fu model.)
                                Though I have not tested this assumption yet.

                                There were quite a few other MOCAP moves on the site bluntz provided and...

                                blunts sorry I kind of ignored your suggestion about this earlier but I was thinking "MOCAP animation and Quake 1 player models? Yeah right that's like taking go carts and putting Ferrari engines from red Ferrari'es"

                                Then

                                Ihad alook at your previous mention and noticed the BVH file format which blender can import... I was also kind of about to work on the model's animation so I figured "Why not"... then once the nicely imported simple skeleton was parented with the mesh I animated it and it worked 100% better then I had thought! Very cool stuff!

                                I've also heard of people making their own MOCAP data from an XBOX Kinect(Which I have) and even from web cams! This would make animations so simple! I didn't touch a single frame in this animation. All the positions were provided by the MOCAP file. I did 2% of the work. I didn't even have to create the skeleton, just adjust a bit and parent objects! Wonderful!

                                MadGypsy has been on my case with more animations and I haven't even looked through the whole list in your link!

                                tytytytyty!
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