How much health are they planned to have? Like, say, compared to Antlion? Person?
How much health are they planned to have? Like, say, compared to Antlion? Person?
Would it be possible to code it, so that graboids wouldn't come out of the ground under concrete? I don't know how but they kind of managed it, with the antlion and headcrab pills, when using them you can't tunnel under ground on top of concrete but you can on top of dirt. Just a question.
and can the graboids jump out the ground? that would be cool ^_^
@Shadow: Give or take, maybe slightly more, but they're supposed to have strength in numbers rather than anything else. They're real strength is their speed coupled with rather powerful attacks. I mean, these suckers can rip through sheet-metal.
@Antagonist: I'm hoping that's a possibility, as I'd want the same rules in the film to apply to the game Graboids. I think it would feel really weird if they could burst out of anywhere or anything.
@necro: Depends on what you mean by jumping. Certainly while in pursuit they'll occasionally "breach", when not creating dust trails from their breathing. They'll have different forms of attack, namely, sucking something down without coming to the surface, or bursting upward out of the ground to try and engulf something by surprise (see that poor Mexican at the beginning of Tremors 2). And of course, if they do that and happen to miss, they'll rear forward and lie their heads on the ground to extend tentacles at likely nearby prey. I may have them come further out of the ground now and then, exposing their whole bodies above ground like in the first Tremors.
I'm also contemplating them being able to come in through the side like in the case of the famous Burt and Reba vs the Worm in the Rec-room scene, but I'm not sure how that might work. Because the only thing I can think of to make the Graboids "underground" is to have almost all of their animations place the model below ground level. However the NPC itself still has to follow ground paths like any other NPC. It's not like a swimming/flying NPC which can travel under world geometry like a fish. Therefore, having it come in through the side means it would need to detect things like walls or dropoffs and react to them appropriately. It sounds hard to code, and I'm not a coder, so it's probably even harder than I realize.
Plus I can imagine some odd bugs that could arise from all this. For one, considering it's technically a ground NPC, if there are ramps that lead to rooftops, you're going to be hard pressed to stop the Graboid from following those. And that means if he's chasing something, say, on top of the garage in Construct, then anyone who happens to be in the garage below might have the eerie sight of watching a Graboid flying through the air. I anticipate some fun screenshots during the beta process.
It means tough challenges for Silverlan, because somehow he and I will have to determine how to tell the Graboid where he can and can't move. Maybe specifying that it can only move where there's enough room in the world geometry for the model? It can't be determined strictly by elevation restrictions, that wouldn't work at all, because you can have hills and valleys which aren't ramps and rooftops.
And at the same time he'll need to be able to ignore certain boundaries altogether. I mean, have you ever seen a Graboid which had any inclination to come in through the door? But as a ground NPC, he's still bound to seeing things like walls as boundaries, barring his movement.
It's going to be tricky, it's things I've worried about from the start, and I don't take for granted that any coder would take this on lightly.
Anyway, I handed Stratos the UVW for the Shrieker, as well as the model that includes the UVW fixes. It's a lot easier for a texturer to work when he's got the actual model to test on.
But anyway, after that we discussed the Grablet and asked me some questions on the direction we were taking based on some reference photos. He sent me this as a little update.
Looking alright for WIP, glad to see progress anyway. The material on the spikes is a placeholder however, ignore that.
Sweet, also, that has got to be one of the biggest posts I have ever seen 0_o .I've read books shorter than that :)
Will the dirt trails of the graboid match the terrain? eg.grassy places, snow, desert...
wow good work!!
Response/Quick Shriek: Done
Shrieker Animations: Done *until further notice*
Now to deal with smd's, QC's, compiling and all that shit...
Omg omg omg ive bin following this for a long time and i must say im really exited about this as i am of half-life R! this will be cool! i always dreamed of having a graboid in gmod! you have made it possible!! =D i otta say this but, i love you man =) (not in the 'you know what' way)
Don't get your panties in a bunch, also Stgdawn, LEARN TO SPEAK ENGLISH, dude, no one is going to take you seriously if you talk like a retarded lolcat.
well im glad that is over with.
Just an update, and a good one.
I've met with Silverlan on Steam today, and decided to send him the materials necessary for the Shrieker.
Naturally this means exporting the animations into SMD format. And as I went to do this, I went about my usual process.
When I've exported in the past, I've assumed that the exporter will only be able to recognize keyframes, and not merely interpret the motion of the bones. So since the motion of the legs is dictated by the IK, I've figured the legs themselves wouldn't have keys if I exported. This has led me to going into the Trajectories panel and collapsing the transforms of all the bones, which in theory is meant to ensure that the current motion data is translated into frames on those bones.
This however, seems to have flaws. If anyone recalls back when I was supposed to do the Halo Grunt snpc for Xystus, you might remember that I was incapable of finishing the Grunt because it's left leg didn't get keyed properly when I performed the transform collapse. This resulted in there being no Halo Grunt snpc.
Well, the past came back to haunt us. To my utter shock, the same fate, even on the same leg, had befallen the Shrieker.
But I couldn't accept it, oh no, not this time. So in a desperate act, believing it wouldn't work, I re-opened the file, and said fuck you to the transform collapse, and exported to SMD.
I opened the reference file, and imported the animation SMD...
...the leg was fixed. And better than that, the animation was EXACTLY as it was supposed to, legs and all. It turned out the SMD exporter is a Hell of a lot smarter than I thought. It DOES convert motion into Keyframes regardless of what keyed that motion, which means I've been going through and unnecessary step this whole time.
What it means, is that the Shrieker is fine, and that Silverlan has all he needs right now. He even asked for everything un-compiled so he could do it himself. He's working the code as well as the QC of the model itself, which is good news for me, because it means less headaches trying to put a QC file together which will work with Silverlan's infrastructure. It's an improvement over Xystus having to coach me on how and what to put in the QC file so Rexy would work. It's especially good because Silverlan can create his own action commands into the model without having to guess like Xystus did.
He reports successful compiling of the model and that the animations look great in the Model Viewer.
So hopefully, it's all down to polish now for the Shrieker. Stratos has textures and a normal map to produce, and Silverlan has the helm on the coding front. And I'm on stand-by in case either of them require anything from me.
Ah...I think I'm gonna have some lunch, play something, and see what gets worked on next.
I think that since simple bipedal creatures that resemble more conventional NPC's will take less coding and special conditions than say, a 30 foot worm or a 3 foot worm, that a certain flying cephalopod would be the next logical choice.
I love how we've got three experts doing the three essential things for the tremors snpcs.
I admit my earlier post was a bit, how do you put it, idiotic? I forgot about his epic gamemode and TF2 sweps.
Alright then, gearing up for my assault on the Ass Blaster kind, and I decided this time that I'd try and make animation easier for myself like I failed to do for the Shrieker a few days ago.
I'm taking a Maya class at the moment, and our wonderfully enlightened, though struggles-with-English-language teacher taught us something interesting about it Maya. As it turns out, Maya has a manager which unlike Max's Parameter Wiring, which allows an object to control another object by having the controlled object have custom-set keys for a valued slider.
This was to no ill effect to IK or hierarchy and was extremely beneficial. Of course I'd expect my Professor to know such things up front, considering she's worked for Disney and ILM, having worked both on Disney's "Dinosaur" and even been the primary animator for Yoda in "Star Wars Episode 2" (sorry, just can't believe my luck).
Well, as I pondered how I might make life easier for myself, I checked out the slider objects, which basically create HUD elements in your viewport which you can customize to your every whim. And after searching a tutorial or two, I came across something I never knew existed in Max: The Reaction Manager.
Basically, the reaction manager is exactly the same as the system used by Maya, which after a little trial and error allowed me to be able to open and close the jaws and heat sensor flaps of the AssBlaster in one fluid action where before I was forced to key those bones by hand, a tedious and time wasting process in comparison.
And I tell you, with God as my witness I'm going to go fucking crazy and see if by the time I'm done I won't even need to TOUCH the bones to animate these creatures.
I think this week is a good week.
luke *deep weazy breath* i...am...your.....*shalow weasy breath* YOU GOD FARTHER! *gadfater music starts to play and darth godfather pulls out a tommy gun!* AHAHAHAHAHAHA......*darth godfather fires at everything in his sight*
He's being .
Well, speaking of flying fucks, I've created two additional sliders which Extend and retract the Wings of the A.B. , which is helpful since the damn things clip into the body if the neck bends too much left or right, and spreading one of those wings is the only way to get out of that. It means the ragdoll contsraints for these bastards will be pretty aggressive though.
And with that out of the way, I started on the walk cycle animation, and by now at least have the hard part for that done, by which I mean the positions for the feet, so the rest of the animation for this is merely personalization now.
I'm looking forward to the specific animations for these guys, specifically the flight. I think he ought to have a run animation which is more of a sudden burst of speed than anything else, and cannot be sustained for long durations. I think this walk animation will also have a secondary version for "stalking" prey, while the normal one has it searching around a bit while moving.
Good plans mah' friend, good plans.
Well fuck me...
Fuck fuck fuckity fuck fuck...
It would seem in my infinite wisdom that I forgot to make sure that the AssBlaster was the proper size. Imported Alyx for scale, and he came up to about her knees.
Scaling isn't a problem for the animations since they rely purely on rotations, though I can't say the same for position information. I've doubled the scale, which overall makes him about the same size as a Shrieker, but with the bulk in different places.
I'm worried though, changing position at different stages of a model can be badly interpreted by Source. It happened once with the Graboid as a collision model issue.
But the good thing is even if I have to do things like re-apply the skin and UVW map, that information can be saved to file and loaded later. It sucks I have school now, so I can't do this right now, but I'll most certainly try fixing it the sure-fire way when I get back. I was panicked at first, but I'm remembering my old fix methods.
A dog sized ass-blaster...hmmm, might make a nice pet.
These all look fantastic! I took a few digital animation courses for my film degree so I can appreciate the sheer amount of work going into all this, especially with this much detail. Can't wait to see the finished result!
Any idea what you might do after the Tremors project?
Well, good news,
I believe I have indeed fixed the Ass Blaster. I can't find any faults anyway. Had to save UVW and rig weights to file, go to the base level of the model and adjust it from there, along with the skeleton and various helpers. Afterward, just quick reapplication of those removed things and as far as I can tell, it's fully functional on all levels.
I remembered the physics model afterwards too, and decided to un-rig those, manually resize them at base level, and then instead of WEIGHT them to the bones, do a common parent link. This is the best way by my better understanding, as I'm to understand head-hacks are achieved through the same process, and the SMD exporter is one smart cookie.
This all done, I went back to my walk animation file and saved the animation data therein. It took a tweak or two, but I was able to apply that animation to the current Ass Blaster build and ensure that it was working as properly as could be asked for, which makes me happy as I was afraid I might not be able to salvage that one.
So, until further horrors rear their heads, crisis averted.
@Miyamoto: Well thank you, though I can't say all THAT much for detail. If a good modeler/animator is meant to never quite be satisfied with their work, then I think I'm on the right track ;)
As to after Tremors, I'm finishing my Dragonball fan-film. But if you mean GMod wise, I might just do some Dragonball type things for this good place as well.