[wip] Return Of The M.a.l.i.c.e.

JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
edited December 2003 in NS Customization
<div class="IPBDescription">Animators needed</div> Download the ALPHA (broken anims, unoptimized shell) <a href='http://www.wrestlinghaven.com/gg/Jaeger/jw_malice24dec03.mdl' target='_blank'>here</a>.

First, I'll start off by making this open request to anyone on the forums who can help me out. Right now I have the MALICE model rigged to a bastardized light armor skeleton; I need idle anims for each of the weapons poses, firing anims, and crouching sets. New idle poses would really help, and I need the walking anims timed to the default heavy armor.

Basically, I'm asking anyone out there who is capable of hammering out some slick anims to give me <b>a nearly, if not entirely, complete set of player animations</b>.

I also need help animating the v_models that are going into this pack. This includes both heavy AND light weapons, since the heavy and light marines share the same p_ models.

If there is ANYONE out there who can help me get this thing off the ground, pm me ASAP or catch me on Gamesnet IRC, #nsmodelling, #modeling, or #thrill2kill

<img src='http://www.wrestlinghaven.com/gg/Jaeger/malice_preview.JPG' border='0' alt='user posted image'>
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Comments

  • 2Dd2Dd Join Date: 2003-09-27 Member: 21246Members
    Wow, looks L337 in hlmv. Gr8 mdl!
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    <!--QuoteBegin--Jaeger+Dec 24 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaeger @ Dec 24 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right now I have the MALICE model rigged to a bastardized light armor skeleton; <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not the case. Unless you did not include the skeleton in this mdl file. No one can work on it until everyone uses the same skeleton.
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->

    b00m... erm.. jaegar.. if you get this done mate.. or whoever does.. i will have your cyb0r babies. for real. been waiting on one of these for god knows how long <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    I'll have a shot at the player animations, though I am relatively new to bipedal animations...

    but those v_models I can certainly do.
  • ParaseticLifeFormParaseticLifeForm Join Date: 2003-07-23 Member: 18384Members
    Woohoo sushi is gonna anim i love his anims in dod and ns
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    1 word... sex<i>ay</i>
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    I have three options as far as the weapons pack goes, and I need to decide on which one to begin retooling the final MALICE for.

    Option A:

    Default NS weapons, reskinned to match the MALICE. An animator shouldn't have too much trouble with this, seeing as all I'd need are some p_ model positioning to line up with the MALICE army pylon and some new reloads for the v_ models.

    Option B:

    Use current AVP2 weapons (permission granting), modify them to work with the MALICE. Again, I'll need some slight animation reworking to mate it with the new pylon arm.

    Option C:

    This one is gonna be hell. Thanks to Wolf Kahler, I have a package of halfway-there v_models that need animating (draw, shoot, reload anims). To do this, I'm going to also need the same weapons rebuilt for the light armor models. New p_ models are gonna be easy to scratch together, seeing as they're already included in the model.
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    Did the Malice have a crouch mode or should I become creative? Its bothering me. Along with the many blends and stuff...

    BTW, Im using a totally different skeleton, and Im gonna hafta work out a few things.
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Well now that I have the proper file included in my first post... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    The MALICE in AVP2 didn't have a crouch or jump mode, but for purposes of NS I don't see how it could go without. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Sushi, I'm working on this as well. I will need your skeleton.
  • ParaseticLifeFormParaseticLifeForm Join Date: 2003-07-23 Member: 18384Members
    If this is released how about with a default guy in it
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Can be done, but doesn't fit with the overall "theme". The Apesuit not only makes up the man inside, but also adds bulk to the exo itself, providing the basis for the left arm and middle torso.

    I'm sure after Sushi and Jamil finish their hard work I can see what needs to be done, but unfortunately I can't guarantee any promises.
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    Edit: Well I'll be- i didnt save the smd...arghssss
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    I got an idea for the crawl and jump animations...

    Ya know that little Y frame on the back, I decided to use those as a small "exhaust" allowing the suit to glide or jump.
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    The y frame isn't on there anymore, it's been <a href='http://www.wrestlinghaven.com/gg/Jaeger/jw_malice24dec03.mdl' target='_blank'>removed</a> for practicality reasons. There was no way for them to connect to the arms as they are now.

    However, I can fix up a quick jumppack if you need one.
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    actually, im using the malice you posted without the skeleton or marine. Im going to add those later. Right now im reveling in the fact that the idle animations use blending too...argh

    no problem now. All i have to do is make the poses for the weapon firing options. Clever qc file editing will cut work time down. Really, there are only 21 actual animations needed to be created. The rest reuse the other animations.
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    BTW, for anyone else who wants to work on this, here is the reference SMD. No textures, since they should come with jaegers posted model. You also may need the QC file.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler 1.2
    2003, Kratisto. Based on code from Valve's HL SDK.

    hv.mdl

    Original internal name:
    "C:\3dmax31\Scenes\natural_selection\hugo\hvarmor\heavy.mdl"

    ==============================================================================
    */

    $modelname "hv.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures


    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000


    //reference mesh(es)
    $body "body" "ref"


    // 6 attachment(s)
    $attachment 0 "joint16" 11.400000 1.600000 6.400000
    $attachment 1 "joint16" 23.000000 2.000000 7.350000
    $attachment 2 "joint16" 30.000000 2.000000 9.500000
    $attachment 0 "joint9" 11.400000 1.600000 6.400000
    $attachment 1 "joint9" 23.000000 2.000000 7.350000
    $attachment 2 "joint9" 30.000000 2.000000 9.500000


    // 2 bone controller(s)
    $controller 0 "joint3" XR -60.000000 60.000000
    $controller 1 "joint3" XR -60.000000 60.000000

    // 66 animation sequence(s)
    $sequence "look_idle" "look_idle_blend1" "look_idle_blend2" blend XR -90 90 fps 30 loop ACT_IDLE 1
    $sequence "idle1" "idle1_blend1" "idle1_blend2" blend XR -90 90 fps 30 loop ACT_IDLE 2
    $sequence "crouch_idle" "crouch_idle" fps 1 loop ACT_CROUCHIDLE 1
    $sequence "walk" "walk" LX fps 25 loop ACT_WALK 1
    $sequence "run" "run" LX fps 35 loop ACT_RUN 1
    $sequence "crawl" "crawl" LX fps 20 loop ACT_CROUCH 1
    $sequence "jump" "jump" fps 30 ACT_HOP 1
    $sequence "swim" "idle" fps 14 loop ACT_SWIM 1
    $sequence "treadwater" "idle" fps 14 loop ACT_HOVER 1
    $sequence "communicate" "idle" fps 30 loop
    $sequence "voicecomm" "idle" fps 30 loop
    $sequence "lmg_look" "lmg_look_blend1" "lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "knife_look" "knife_look_blend1" "knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "shotgun_look" "shotgun_look_blend1" "shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenade_look" "grenade_look_blend1" "grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "hmg_look" "hmg_look_blend1" "hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "welder_look" "welder_look_blend1" "welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenadegun_look" "grenadegun_look_blend1" "grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "tripmine_look" "tripmine_look_blend1" "tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "alien_look" "alien_look_blend1" "alien_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "lmg_fire" "lmg_fire_blend1" "lmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
    $sequence "pistol_fire" "pistol_fire_blend1" "pistol_fire_blend2" blend XR -90 90 fps 30 loop { event 5001 1 "30" }
    $sequence "knife_fire" "knife_fire_blend1" "knife_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "shotgun_fire" "shotgun_fire_blend1" "shotgun_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
    $sequence "grenade_fire" "grenade_fire_blend1" "grenade_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "hmg_fire" "hmg_fire_blend1" "hmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5021 1 "40" }
    $sequence "welder_fire" "welder_fire_blend1" "welder_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenadegun_fire" "grenadegun_fire_blend1" "grenadegun_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "tripmine_fire" "tripmine_fire_blend1" "tripmine_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_lmg_look" "crouch_lmg_look_blend1" "crouch_lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_pistol_look" "crouch_pistol_look_blend1" "crouch_pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_knife_look" "crouch_knife_look_blend1" "crouch_knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_shotgun_look" "crouch_shotgun_look_blend1" "crouch_shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenade_look" "crouch_grenade_look_blend1" "crouch_grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_hmg_look" "crouch_hmg_look_blend1" "crouch_hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_welder_look" "crouch_welder_look_blend1" "crouch_welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenadegun_look" "crouch_grenadegun_look_blend1" "crouch_grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_tripmine_look" "crouch_tripmine_look_blend1" "crouch_tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_lmg_fire" "crouch_lmg_fire_blend1" "crouch_lmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
    $sequence "crouch_pistol_fire" "crouch_pistol_fire_blend1" "crouch_pistol_fire_blend2" blend XR -90 90 fps 30 loop { event 5001 1 "30" }
    $sequence "crouch_knife_fire" "crouch_knife_fire_blend1" "crouch_knife_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_shotgun_fire" "crouch_shotgun_fire_blend1" "crouch_shotgun_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
    $sequence "crouch_grenade_fire" "crouch_grenade_fire_blend1" "crouch_grenade_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_hmg_fire" "crouch_hmg_fire_blend1" "crouch_hmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5021 1 "40" }
    $sequence "crouch_welder_fire" "crouch_welder_fire_blend1" "crouch_welder_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenadegun_fire" "crouch_grenadegun_fire_blend1" "crouch_grenadegun_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_tripmine_fire" "crouch_tripmine_fire_blend1" "crouch_tripmine_fire_blend2" blend XR -90 90 fps 30 loop
    $sequence "ability1_alien" "idle" fps 20
    $sequence "ability2_alien" "idle" fps 20
    $sequence "ability3_alien" "idle" fps 20
    $sequence "ability4_alien" "idle" fps 20
    $sequence "ability5_alien" "idle" fps 20
    $sequence "ability6_alien" "idle" fps 20
    $sequence "head_flinch" "idle" fps 20
    $sequence "body_flinch" "idle" fps 20
    $sequence "death1_die" "death1_die" fps 30 ACT_DIESIMPLE 1 { event 2001 42 }
    $sequence "death2_die" "death2_die" fps 30 ACT_DIEBACKWARD 1 { event 2001 42 }
    $sequence "death3_die" "death3_die" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 43 }
    $sequence "head_die" "head_die" fps 30 ACT_DIE_HEADSHOT 4 { event 2001 42 }
    $sequence "gut_die" "gut_die" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 44 }
    $sequence "left_die" "left_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "back_die" "back_die" fps 30 ACT_DIEBACKWARD 4 { event 2001 44 }
    $sequence "right_die" "right_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "forward_die" "forward_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "crouch_die" "crouch_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }

    // End of QC script.
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    When you compile, the hitbox info should be automatically generated.

    Copy all that into a blank qc file (make a new text file and rename it qc...)
    ref.zip 51.3K
  • ParaseticLifeFormParaseticLifeForm Join Date: 2003-07-23 Member: 18384Members
    Im gonna cry if this does not get finished. Like i did when the other 3 alice/malice projects stoped
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Well unlike the other three MALICE projects that stopped, this one has wip models posted where anyone can access them, rather than in the hands of a select few people; that way if the project falls through, there's bound to be people out there to pick it up.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i say the jump should be some kind of jetpack firing for about a seconed like in samus' suit in metroid prime
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    Ok, heres what I came up with right now, its a beta version with no guy in it. Its obviously a beta, so report any bugs/animation suckyness here.

    <a href='http://members.dslextreme.com/users/dawunsushi/malice_sushi_beta.zip' target='_blank'>http://members.dslextreme.com/users/dawuns..._sushi_beta.zip</a>

    I don't know about the correction characteristics of my ISP's webspace, so it might go On/off.
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Very good. Nothing left for me to do. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    lol i love that jump animation where those too lil sticks go down making it look like a quickjetpack thing very kool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    i hope u dont mind but i added a d00d to it but then the animations sent him flying out of the suit lol looks funny actually <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    heres the d00d flying <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    the MALICE is crouching
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    its but a beta, so do anything you want/can to improve it. I should start on the other death animations after christmas.

    BTW, you need to assign the dood to the skeleton <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Also, I need to know how it works ingame too. I'd do it myself...but its the holidays people...

    I might also redo the idle animations...since after I found out blending was required, I needed to edit the torso movement out of the animation.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • MelajoMelajo Join Date: 2003-04-03 Member: 15171Members
    edited December 2003
    Specify...I need to improve it anyways...
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    <!--QuoteBegin--Charge+Dec 25 2003, 02:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Charge @ Dec 25 2003, 02:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its 6AY <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why must you say that?
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