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 Post subject: A tool to animate guns?
PostPosted: Mon Sep 01, 2008 1:04 pm 
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Gallimimus
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Here's another item for my wishlist:

An editor like TPDC that allows you to edit guns with the following features: Changing/editing the model, muzzleflash, recoil, and blowback. Blowback is when the gun fires and produces recoil while ejecting the spent shell. Possible with ASA or ASB I imagine?

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PostPosted: Mon Sep 01, 2008 1:34 pm 
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T-Rex Killer
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You can do all that in TresEd, you don't need a custom tool...

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PostPosted: Mon Sep 01, 2008 1:44 pm 
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Gallimimus
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BUT, is gun blowback and ejection of shells possible?

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PostPosted: Mon Sep 01, 2008 1:46 pm 
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Edit: beaten to it ^

It can actaully all be done within tresed... :)

The model is simply just a model really with the gun tscript. The you got magnets and other small boxes (cant remember name) that determine where the muzzle flash appears which and where the recoil is received from, which is the end of the barrel usually.
The value for amount of recoil is edited within the guns tscript, you could put it to zero or up to a point it will just send your arm to heaven.
The flash can be changed too you see the standard fire effect in the retail guns, but you could make a different model and texture to make its look as if its firing a laser.

Ejecting shells, I read something about it, think its possible, thought of a way how to do it, but getting to trigger after or during a shot, I don't know about.

Unless you mean a dedicated editor to create guns rather than doing it all externally or within tresed. :)
That would be fairly handy, playing back the results to 'test' it would be pretty neat.

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PostPosted: Mon Sep 01, 2008 1:53 pm 
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Gallimimus
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Yes, that would be fun... Wow, this sounds like a very good idea. Do you think that Tsord would have thought of something like that? Anyway, I have no experience with programming or modelling, so someone like the great Draconisaurus or Andres James would have to create it. Can we get a Creative Commons copyright set up? :P

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PostPosted: Mon Sep 01, 2008 2:25 pm 
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enigma wrote:
Edit: beaten to it ^

It can actaully all be done within tresed... :)

The model is simply just a model really with the gun tscript. The you got magnets and other small boxes (cant remember name) that determine where the muzzle flash appears which and where the recoil is received from, which is the end of the barrel usually.
The value for amount of recoil is edited within the guns tscript, you could put it to zero or up to a point it will just send your arm to heaven.
The flash can be changed too you see the standard fire effect in the retail guns, but you could make a different model and texture to make its look as if its firing a laser.

There are several muzzle flashes to select from in the retail levels...
Quote:
Ejecting shells, I read something about it, think its possible, thought of a way how to do it, but getting to trigger after or during a shot, I don't know about.

You can use a CObjectTrigger with bool UseObject = true
Quote:
Unless you mean a dedicated editor to create guns rather than doing it all externally or within tresed. :)
That would be fairly handy, playing back the results to 'test' it would be pretty neat.



JPFan95 wrote:
Yes, that would be fun... Wow, this sounds like a very good idea. Do you think that Tsord would have thought of something like that? Anyway, I have no experience with programming or modelling, so someone like the great Draconisaurus or Andres James would have to create it. Can we get a Creative Commons copyright set up? :P

Drac is a modeler, not a programmer... maybe you're thinking of Remdul?

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Mon Sep 01, 2008 2:37 pm 
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Gallimimus
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I wasnt exactly sure.

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PostPosted: Mon Sep 01, 2008 4:45 pm 
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You can simulate shell ejections using animations; I released a level a while featuring a reload-able shotgun that ejects the spent shells (via a flat plate animation).

Anyways, I think developing a program to do just one little thing is a bad idea. Just start putzing with the Tscripts; you can edit everything through them, and it's straight forward.

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PostPosted: Mon Sep 01, 2008 5:11 pm 
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T-Rex Killer
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lol yeah, I may have some decent experience with programming but I'm no programmer. Slug is quite right - editing guns is far too simple to need its own app. Editing dinos is another thing altogether and that's where TPDC became necessary. Gun's aren't rigged, you just edit scripts.. the most time-consuming part of making a gun other than tweaking the exact values to fit your uses is making custom subobjects for its physics; that only takes a couple minutes AND it's a matter of mesh-editing which is not generally something game editors are used for. If you want to do lots of gun tweaking in an efficient manner, make a test level with the various guns set up in an easily accessible spot, and maybe some things to fire at...

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PostPosted: Sun Sep 07, 2008 3:00 am 
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Draconisaurus wrote:
Editing dinos is another thing altogether and that's where TPDC became necessary.


Technically, TPDC was developed to rig new dinosaur meshes. :wink:

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PostPosted: Sun Sep 07, 2008 10:03 pm 
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T-Rex Killer
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Erm, yes that is what I meant to indicate.. :yum:

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PostPosted: Wed Feb 18, 2009 12:35 am 
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Normally I hold things back and don't release them until they're put into a level, but I'm feeling unusually nice this evening. ;)

This little level contains nothing except Anne and the Spaz in front of her. It demonstrates physical shell-ejection. The trigger fires eight times, eight empty shell cartridges ( so using the Woo cheat won't reinitialize the trigger). Although I haven't tweaked it any, it looks pretty damn good to me.

Goto the 0,0,0 coordinates for the single trigger that controls the action. This is also the location where the empty shell cartridges are stored until they're call upon for when the gun is fired.

Requires ATX to work

Download size 1.7mbs.

*The pathway inside the scn file is c:/trespass/data/spaz.grf If that doesn't work for you, either edit the scn or you can download this scn which should work for any pathway used -


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PostPosted: Wed Feb 18, 2009 1:40 am 
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T-Rex Killer
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Hmmm... the second link doesn't work.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Feb 18, 2009 1:57 am 
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Yeah, that's because the senile old man forgot to actually upload the damn file. It's there now -


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PostPosted: Thu Feb 26, 2009 12:58 am 
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Gallimimus
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Haha... Isn't that tech demo part of Coke N More? It's a neat little level...

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