Onos...
Ultra_SS2_Vegeta
Join Date: 2003-09-21 Member: 21079Members
<div class="IPBDescription">something worng</div> hello
didnt opened a topic long time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
well i want to ask something
i think i got problem in my ns
when i opened the model of onos i saw that when he is goring
well
i see cool move with his head and in the game he doesnt do nothing...
WHATS MY PROBLEM GUYS??
didnt opened a topic long time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
well i want to ask something
i think i got problem in my ns
when i opened the model of onos i saw that when he is goring
well
i see cool move with his head and in the game he doesnt do nothing...
WHATS MY PROBLEM GUYS??
Comments
Currently we are still waiting for 3rd person animations.
I believea player model in HL is made out of two parts. The upper body and the legs. The upper body is animated independantly so the torso can rotate and tilt depending on where the player is looking.
The problem with the Onos, and other Kharaa models, is that they have no upper / lower body cutoff, like a standard bipedal would have (The waist) so HL kinda doesn't like that. The Onos animations use both the upper and lower body in the animations and apparently HL really doesn't want to let Flayra do it.
Or something like that. Hell, even if i'm wrong it sounds like i know what i'm talking about.
I believea player model in HL is made out of two parts. The upper body and the legs. The upper body is animated independantly so the torso can rotate and tilt depending on where the player is looking.
The problem with the Onos, and other Kharaa models, is that they have no upper / lower body cutoff, like a standard bipedal would have (The waist) so HL kinda doesn't like that. The Onos animations use both the upper and lower body in the animations and apparently HL really doesn't want to let Flayra do it.
Or something like that. Hell, even if i'm wrong it sounds like i know what i'm talking about. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that's something like it...
hl is used to 2 way binding, and 4 controller links.
i never decompiled the onos model, but im guessting that the gorge anim has only one blend, and depends on controllers for which way the model/player is facing. so in the ns.dll, someone probably forgot to make an exception for all the alien player models (because they have no reasonable cutoff, and dont need one) so the ono's just blends its gorge anim with the idle anim, and the idle anim is already blending with the walk/run which is already taking place, so gorge doesn't even play at all. even if the player isn't working, idle overpowers everything by default, its just the way animations work.
i find nothing wrong with the way of using bone controller links to move the player models around, but i think it would be a much better idea if they used 9 way blending like counter-strike and day of defeat. it looks much more believeable, plus you know the body won't turn all the way around in strange situtuations (im sure some of you have seen this when you kill something)
im hoping 3.0 uses 9 way blending to rid of most animation problems. im also hoping that those bunch of misc anims for the soldier are made and get uses, aka, communicate and all those before the aim/shooting sequences. hopefully they will fix the damn walk animation, because i am tired of watching the guy ski around when he's walking
ANYWAY, we all know the onos is plagued with animation problems, and a lot of people have had trouble replacing it because it can occasionaly turn into a mole mobile (traveling mostly underground) while this may be beneficial for a marine at the bottom of a catwalk, its not much fun getting devoured by the mole-onos. i have just found myself a new onos replacement at t2k, and im hoping it will not carry the same problems as all the previous mole onos models.
pretty much, to sum up all this crap... there's nothing you can do except be patient and wait for 3.0 to come out for the code fixes and the new animations to be done and such.
..my educated guess at least..
..yaa.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The skulk does something special, I believe it was some sort of little trick they tried for it. But for the rest, nothing.
BTW the Alien Behemoth Onos model works ok without mole behaviour.
I'm looking forward to third person anims if they're in, although I still have to redo my lerk v model to add in Bite.... mutter mutter......