Endo's own thread

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Endoperez
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Re: Endo's own thread

Post by Endoperez » Sun Sep 02, 2012 2:59 pm

Well, if Korban wants to do the final XML, I can post what I have with the current ones and update it into a finished one later. I'll have to decide on the folder structure too, currently the files are spread across a few different folders and I'll have to clean it up.

Here's the structure I've been trying out. It's not the one OG uses for the main game, but I think it works better for modders.

Data/Custom/Endoperez
-weapons
-* Item XML folder
--> longsword dynamic item XML
--> hammer dynamic item XML

-* longsword folder
--> longsword model
--> longsword texture
--> longsword object XML

-* hammer folder
-* swordpole folder
-* warhammer folder
-* punching helmet folder

and so on.
The idea is that if you want to see how the longsword was done, you go to the longsword folder and it has all the files. It has the mesh, all the texture files, the object XML, and the hull mesh, at least.

It will probably get messy if I were to put ALL the longsword-related files there, so I'd probably still have some files in other folders. Custom animations, if there ever are any, would go into their own folder, since if someone's looking at animations he wants to see all the available options. Maybe attack xmls as well, but I think they're all weapon-specific, so they could be in that weapon's folder rather easily.

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Anton
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Re: Endo's own thread

Post by Anton » Sun Sep 02, 2012 11:31 pm

Endoperez wrote:Here's the structure I've been trying out. It's not the one OG uses for the main game, but I think it works better for modders.

Data/Custom/Endoperez
-weapons
-* Item XML folder
--> longsword dynamic item XML
--> hammer dynamic item XML

-* longsword folder
--> longsword model
--> longsword texture
--> longsword object XML

-* hammer folder
-* swordpole folder
-* warhammer folder
-* punching helmet folder

and so on.
The idea is that if you want to see how the longsword was done, you go to the longsword folder and it has all the files. It has the mesh, all the texture files, the object XML, and the hull mesh, at least.

It will probably get messy if I were to put ALL the longsword-related files there, so I'd probably still have some files in other folders. Custom animations, if there ever are any, would go into their own folder, since if someone's looking at animations he wants to see all the available options. Maybe attack xmls as well, but I think they're all weapon-specific, so they could be in that weapon's folder rather easily.
I think this folder structure will work well for objects and items that you are created on their own, but I don't think it will work well for full conversions or more complex mods. We only recently have been able to move the custom maps out of Data/Maps into Data/Custom/<username>/etc and once we are able to do that with scripting, it will become highly important to group those items together. I do think this would be a nice way to keep things organized though, so I'm excited to see how it works out!

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Re: Endo's own thread

Post by Korban3 » Sun Sep 02, 2012 11:49 pm

I like that file structure
If you have custom animations or attacks, I'd drop them in a folder inside each weapon's data folder.
So

Hypothetical Halberd Data Folder
-> Model
-> Textures
-> Object XML
-> Attacks Folder
-----> Stabby
-----> Slashy
-> Animations Folder
-----> Stabby
-----> Slashy

What kind of specs do you want for the weapons' attacks?

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Re: Endo's own thread

Post by Endoperez » Mon Sep 03, 2012 11:36 am

Animations can be reused for multiple weapons, so IMO they should all be in one place. To find out which animations work best for the sword-polearm, I tested all kinds of attacks I found in the attack folder. I should have done a basic attack file with the weapon's damage, and then tested out different animation files for that.

Re: what I want for the attacks - a normalized damage, that's all I think. However, if you think there's anything else in the attack file that's worth changing, feel free to do it!

I'll fix the folder structure and upload the swordpole somewhere right after.

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Re: Endo's own thread

Post by Korban3 » Mon Sep 03, 2012 12:02 pm

Alrighty then.

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Re: Endo's own thread

Post by Endoperez » Mon Sep 03, 2012 12:59 pm

Here goes.

http://ogmods.antonriehl.com/downloads. ... eapons.zip

It contains my current "weapons" folder, so three kinda-sorta textured weapons and three untextured warhammers.

The swordpole is the one I'm working on ATM. Just out of interest, is it feasible to have a warhammer do a stab wound on the hit location? The current stabbing code is made for spears, I think, and they can't stab from such weird angles.

Oh, and it should go under Custom/Endoperez/ . I guess I'll fix it and add those folders.

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Re: Endo's own thread

Post by Korban3 » Mon Sep 03, 2012 11:29 pm

I believe you can modify the angle the stab can come at, but I'm not sure.
I'll check these out on Wednesday. I'll be out hiking all of tomorrow.

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Re: Endo's own thread

Post by Endoperez » Tue Sep 04, 2012 8:48 am

Korban3 wrote:I believe you can modify the angle the stab can come at, but I'm not sure.
Yeah, I noticed that as well, but the angle will be different depending on what point of the animation the weapon connects in.

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Re: Endo's own thread

Post by Korban3 » Tue Sep 04, 2012 10:12 pm

Oh geez. Didn't know that.
Hm

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Re: Endo's own thread

Post by Endoperez » Tue Sep 04, 2012 11:23 pm

I guess it will factor the weapon's direction into the strike, so it should be possible to do something with it... I was hoping someone had already done that, but I guess I'll have to experiment on it myself.

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Re: Endo's own thread

Post by Djemps » Wed Sep 05, 2012 9:13 pm

For what its worth, I tried to create a reasonable stab-wound appearance for the Awl shank I made. Mixed results. Sometimes the wound appears at a good angle. Other times it doesn't even show up on the enemy's body. :?

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Re: Endo's own thread

Post by Endoperez » Tue Dec 18, 2012 3:00 pm

Here's a custom Christmas weapon. The attack animation is left-handed, which causes some trouble with the default right-handed stance. Other than that I'm pretty happy with it.


http://ogmods.antonriehl.com/downloads. ... istmas.zip
Attachments
candycane.jpg

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Re: Endo's own thread

Post by Retarded Username » Fri Dec 21, 2012 1:38 pm

Endoperez wrote:
Korban3 wrote:I believe you can modify the angle the stab can come at, but I'm not sure.
Yeah, I noticed that as well, but the angle will be different depending on what point of the animation the weapon connects in.
Interesting, so if I make a super exagerated animation that hits the enemy at least 3 times per click, it will only receive the damage that is written on the codes but will bleed like it was hit 3 times?

By the way, is damage given when the animation connects with the enemy's mesh?

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Re: Endo's own thread

Post by Endoperez » Sat Dec 22, 2012 12:08 am

I don't think the bleeding isn't defined by the weapon connecting, either. Look at weapon XML's, and you'll see that a specific cut plane has to be defined as well. I don't know how it works.

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Re: Endo's own thread

Post by Retarded Username » Sat Dec 22, 2012 7:48 am

Ah, I remember one of the alpha videos where David demonstrates the blood effects, some predefined planes appear in front of the player after he hits the enemy.

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