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Crouching Animation

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Crouching Animation

Postby Error » Thu Mar 10, 2011 3:20 pm

I scoured the cdrom.com archives for a mod with a player model with semi-decent crouching animations.... It didn't exist, so I opened up qME and got to work. This is not complete, and only like 30 of work so far.

Image

Looks a little silly all sped up like that :lol:
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Postby mankrip » Thu Mar 10, 2011 3:54 pm

Dance, ranger, dance!
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
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Postby Ranger366 » Thu Mar 10, 2011 6:21 pm

mk wrote:Dance, ranger, dance!


Wait dude, I HAVE TO MAKE SOMETHING RIGHT NOW!
BE RIGHT BACK
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Postby leileilol » Thu Mar 10, 2011 11:20 pm

Ultimate Quake got away with animated crouch players by abusing a couple of the death frames he'd fish around
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Postby Error » Fri Mar 11, 2011 5:22 am

I'm doing the animations completely by hand, no cheating here.

How does it look? :?
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Postby leileilol » Fri Mar 11, 2011 5:29 am

I don't know. the way he crouch walks makes him look like a midglittle person

instead make him do an assdance while holding the gun from the side
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Postby Error » Fri Mar 11, 2011 7:27 am

Image
comparison shot... not as low as I wanted to make him, but whaateva!
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Postby Madfox » Fri Apr 01, 2011 11:52 pm

I tried the Zdoom model, who had also a crouching model.
I never seem to get the bullet flying above him working.
The model itself is about 64 units, crouching made it 36 units.
But that's still the height the player shoots, so he's hit anyway.
I've been told it could work if I lowered its bouncing box.

Image

8)
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Postby leileilol » Sat Apr 02, 2011 12:04 am

that's because that's orignally a q2 player model, called 'doom unleashed'. of course, its been ripped off to great author displacement since, with random kids claiming credit of a 1998 model...
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Postby Madfox » Sat Apr 02, 2011 12:20 am

I won't admit it is'nt a great model in honour to the original author, although it took quiet some time to refresh it to fit Quake1 standards.


I wondered why a model shooting on a height of 64 units could hit a 36 units high bouncing box?
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Postby Cobalt » Sat Apr 02, 2011 5:44 am

Thats a pretty decent looking model...kind of chunky / fat compared to the quake guys musculature though. Converting from one platform to another has got to be hard tho :)


I know the bounding box problem, its annoyed me to this day how to set its values so that it sizes to the corresponding frame's correct extremes. The DP engine says thay have corrected a problem with the original ID setsize command, I cant find where I read it now, but I noticed an improvement with some of my QC that I was having problems with the setsize. Have you tried the problem in darkplaces?
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Postby Madfox » Thu Apr 07, 2011 4:34 pm

I asked the question on Func_msgboard. Me was told to lower the bouncing box of the model, and then place the player higher.
But as far as I know lowering a bouncing box and placing a player higher lets the bouncing box go up again.
Or I didn't really understand the answer.

See for yourself on toppic number #15 - #17 - #45 - #46 - #47.

http://www.celephais.net/board/view_thr ... t=4&end=28

:wink:
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