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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
footprints
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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footprints
With the help from Raven i implemented a working version for Footprint support in Unreal. But the problem I have is that it doesn't determine strafe-steps correctly. So i need a way now to indicate if a player is strafing to adjust the generated footprints to it. Any suggestions are welcome
local float FD;
local Vector X, Y, Z;
local float CheckFrame;
FD=0.7;
CheckFrame=0.5;
GetAxes(Rotator(Vector(Rotation)*Vect(1,1,0)), X, Y, Z);
if(AnimFrame < CheckFrame)
{
footpos = Location + CollisionRadius*FD*Y;
// Log("Left foot");
}
else
{
footpos = Location - CollisionRadius*FD*Y;
// Log("Right foot");
}
is the current function to determine the footsteps. Works fine for running/walking, but not for strafing.
local float FD;
local Vector X, Y, Z;
local float CheckFrame;
FD=0.7;
CheckFrame=0.5;
GetAxes(Rotator(Vector(Rotation)*Vect(1,1,0)), X, Y, Z);
if(AnimFrame < CheckFrame)
{
footpos = Location + CollisionRadius*FD*Y;
// Log("Left foot");
}
else
{
footpos = Location - CollisionRadius*FD*Y;
// Log("Right foot");
}
is the current function to determine the footsteps. Works fine for running/walking, but not for strafing.
Sometimes you have to lose a fight to win the war.
- TCP_Wolf
- Administrator
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- Joined: Sun Mar 03, 2002 12:04 pm
- Contact:
Re: footprints
Umm... idea....? Would it be possible to calculate the degree-angle difference between viewrotation and movement-direction....? o_O
-=]HONESTY PAYS[=-
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: footprints
OMFG OMF GOMF GOMFG OFMGOGMFGODGMOhgfiwf bifba erg ow
dude...thats fricken awsome...i dont got any suggestions cause im a noob at UScript...i stik to making maps and music Just wanted to say AWSOME!!!
could you export this as like a seperate mutator or something? cause i rly wanna see this lol...and put it on my server haha...it would be cool
dude...thats fricken awsome...i dont got any suggestions cause im a noob at UScript...i stik to making maps and music Just wanted to say AWSOME!!!
could you export this as like a seperate mutator or something? cause i rly wanna see this lol...and put it on my server haha...it would be cool
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: footprints
NOTE: EDITED THIS POST!
i assume you're wondering if footsteps can rotate on an angle when strafing? i cannot help you myself here unfortunately, however i do believe it is easily possible as i've seen it before!
the Jazz Jackrabbit 3 alpha has that feature where you leave footsteps and they align depending on your strafe direction (FYI jj3 runs on an unmodified ut436 engine), unfortunately i cannot discuss the solution to this as this is rather unreleased "confidential" epic material (better PM me if you need to know more)
besides is it really necessary for footsteps to align depending on your strafing direction? i mean player models themselves in unreal completely lack strafing animations, as everyone has noticed strafing just leaves your player doing the "forward walk" anim while skidding sideways in a really lame way, would strafing anims be implented in the character models aswell?
and for that matter, does the unreal source code contain media material like unreal character animations in 3ds/biped format? cuz then its going to be a very easy job adding in strafing anims.
i assume you're wondering if footsteps can rotate on an angle when strafing? i cannot help you myself here unfortunately, however i do believe it is easily possible as i've seen it before!
the Jazz Jackrabbit 3 alpha has that feature where you leave footsteps and they align depending on your strafe direction (FYI jj3 runs on an unmodified ut436 engine), unfortunately i cannot discuss the solution to this as this is rather unreleased "confidential" epic material (better PM me if you need to know more)
besides is it really necessary for footsteps to align depending on your strafing direction? i mean player models themselves in unreal completely lack strafing animations, as everyone has noticed strafing just leaves your player doing the "forward walk" anim while skidding sideways in a really lame way, would strafing anims be implented in the character models aswell?
and for that matter, does the unreal source code contain media material like unreal character animations in 3ds/biped format? cuz then its going to be a very easy job adding in strafing anims.
Last edited by Turboman. on Thu Aug 09, 2007 7:36 pm, edited 1 time in total.
- BrakeDanceJ
- OldUnreal Member
- Posts: 114
- Joined: Sun Feb 08, 2004 10:00 pm
Re: footprints
Speaking of..,NOTE: EDITED THIS POST!
i assume you're wondering if footsteps can rotate on an angle when strafing? i cannot help you myself here unfortunately, however i do believe it is easily possible as i've seen it before!
the Jazz Jackrabbit 3 alpha has that feature where you leave footsteps and they align depending on your strafe direction (FYI jj3 runs on an unmodified ut436 engine), unfortunately i cannot discuss the solution to this as this is rather unreleased "confidential" epic material (better PM me if you need to know more)
besides is it really necessary for footsteps to align depending on your strafing direction? i mean player models themselves in unreal completely lack strafing animations, as everyone has noticed strafing just leaves your player doing the "forward walk" anim while skidding sideways in a really lame way, would strafing anims be implented in the character models aswell?
and for that matter, does the unreal source code contain media material like unreal character animations in 3ds/biped format? cuz then its going to be a very easy job adding in strafing anims.
I'm not sure what legal terms Smirftsch is on with Epic RE the source-code; however, would you consider releasing the 3d files? It's sketchy trying to export them with tools like WOTgreal.
- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: footprints
Speaking of..,NOTE: EDITED THIS POST!
i assume you're wondering if footsteps can rotate on an angle when strafing? i cannot help you myself here unfortunately, however i do believe it is easily possible as i've seen it before!
the Jazz Jackrabbit 3 alpha has that feature where you leave footsteps and they align depending on your strafe direction (FYI jj3 runs on an unmodified ut436 engine), unfortunately i cannot discuss the solution to this as this is rather unreleased "confidential" epic material (better PM me if you need to know more)
besides is it really necessary for footsteps to align depending on your strafing direction? i mean player models themselves in unreal completely lack strafing animations, as everyone has noticed strafing just leaves your player doing the "forward walk" anim while skidding sideways in a really lame way, would strafing anims be implented in the character models aswell?
and for that matter, does the unreal source code contain media material like unreal character animations in 3ds/biped format? cuz then its going to be a very easy job adding in strafing anims.
I'm not sure what legal terms Smirftsch is on with Epic RE the source-code; however, would you consider releasing the 3d files? It's sketchy trying to export them with tools like WOTgreal.
i was actually intending to ask about that, i'm really curious if the source came with some source models aswell
since there is no way to decently get models out of the game, UCC batchexport works with about every unreal material but somehow gives an error when exporting models, and the freeware tool wotgreal and UTPT should NEVER be used because of some terrible bugs.
with the source models (possibly with the skeletal bipeds intact) would allow people to modify/fix alot of things that were broken/missing in the original game models (as i mentioned: strafing/backwalking animations aswell as weapon triangles)
Last edited by Turboman. on Fri Aug 10, 2007 12:38 am, edited 1 time in total.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: footprints
all models are included as .3d files. If i am allowed to release them? I honestly have no real answer for that. In theory I should be, because anyone who owns the game is in theory already able to export them. But I never got a clear answer about that from them.
Last edited by Smirftsch on Fri Aug 10, 2007 7:16 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: footprints
Code: Select all
local float strafemag;
local vector rot, vel, footpos;
local rotator newrot;
local float FD;
local Vector X, Y, Z;
local float CheckFrame;
// GetAxes(Rotator(Vector(Rotation)*Vect(1,1,0)), X, Y, Z);
// above eh? not needed
GetAxes(Rotation, X, Y, Z);
FD=0.7;
CheckFrame=0.5;
if(AnimFrame < CheckFrame) // left foot and right was mixed up
{ //remove height
footpos = Location - CollisionRadius*FD*Y - CollisionHeight*z;
// footpos = Location + CollisionRadius*FD*Y;
// Log("Left foot");
}
else //remove height
{ footpos = Location + CollisionRadius*FD*Y - CollisionHeight*z;
// footpos = Location - CollisionRadius*FD*Y;
// Log("Right foot");
}
vel=Normal(velocity); //direction
vel.z=0;
rot =Normal(Vector(rotation)); //direction
rot.z=0;
strafemag = rot dot vel; // the angle between the way im facing and travelling
// dot value cosine of the 2 directions
//*************************************
// broadcast strafemag for testing REMOVE
if (strafemag > 0.8 || strafemag < -0.8)
BroadcastMessage( " Im walking forwards or backwards"$strafemag, false, 'say' );
else
BroadcastMessage( " Im strafing sideways or forwards or backwards"$strafemag, false, 'say' );
//*************************************
if ( strafemag < -0.5) // always face forward
rot= Normal(rot + vel* -1); // split the diference
else
rot= Normal(rot + vel); // split the diference
newrot=rotator(rot);
//spawn the test class arr
Spawn(class 'arr',,, footpos,newrot);
Code: Select all
class arr extends effects;
defaultproperties
{
RemoteRole=ROLE_SimulatedProxy
DrawType=DT_Mesh
Texture=Texture'UnrealI.Skins.JFlag11'
Mesh=LodMesh'UnrealShare.ArrowM'
Lifespan=4.0
}
Also not all classes might start left footed (duno) You could add a left/right foot option, or not bother
Cheers
Last edited by asgard12000 on Wed Aug 22, 2007 11:41 am, edited 1 time in total.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: footprints
yes he isomfg asgard is pwnage
Thx asgard, will try.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: footprints
ha !
works
Now basically footprints are working. Now i "only" need to make different footprints for right and left foot, then add it to all playerclasses with different footprint-types and the monsters need specific footprints too of course.
works
Now basically footprints are working. Now i "only" need to make different footprints for right and left foot, then add it to all playerclasses with different footprint-types and the monsters need specific footprints too of course.
Last edited by Smirftsch on Wed Aug 29, 2007 5:56 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: footprints
so, left foot and right foot are working now too with different decals...
Last edited by Smirftsch on Wed Aug 29, 2007 6:16 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: footprints
Well it Kind of does
Do you have a method to attach it to the surface so its aligned?
eg the first example is no good if walking up a hill and was only to give you the rotation for strafing
heres a scripted ver if you dont but it uses trace and footprints can hang over edges
Do you have a method to attach it to the surface so its aligned?
eg the first example is no good if walking up a hill and was only to give you the rotation for strafing
heres a scripted ver if you dont but it uses trace and footprints can hang over edges
Code: Select all
local float strafemag;
local vector rot, vel, footpos;
local rotator newrot;
local float FD;
local Vector X, Y, Z;
local float CheckFrame;
//new stuff
local actor HitActor;
local vector HitLocation, HitNormal, Endtrace;
local rotator spawnrot;
local vector vec;
// GetAxes(Rotator(Vector(Rotation)*Vect(1,1,0)), X, Y, Z);
// above eh? not needed
GetAxes(Rotation, X, Y, Z);
FD=0.7;
CheckFrame=0.5;
if(AnimFrame < CheckFrame) // left foot and right was mixed up
{ //remove height
footpos = Location - CollisionRadius*FD*Y - CollisionHeight*z;
// footpos = Location + CollisionRadius*FD*Y;
// Log("Left foot");
}
else //remove height
{ footpos = Location + CollisionRadius*FD*Y - CollisionHeight*z;
// footpos = Location - CollisionRadius*FD*Y;
// Log("Right foot");
}
vel=Normal(velocity); //direction
vel.z=0;
rot =Normal(Vector(rotation)); //direction
rot.z=0;
strafemag = rot dot vel; // the angle between the way im facing and travelling
// dot value cosine of the 2 directions
//*************************************
// broadcast strafemag for testing REMOVE
if (strafemag > 0.8 || strafemag < -0.8)
BroadcastMessage( " Im walking forwards or backwards"$strafemag, false, 'say' );
else
BroadcastMessage( " Im strafing sideways or forwards or backwards"$strafemag, false, 'say' );
//*************************************
if ( strafemag < -0.5) // always face forward
rot= Normal(rot + vel* -1); // split the diference
else
rot= Normal(rot + vel); // split the diference
newrot=rotator(rot);
//spawn the test class arr
// end trace
Endtrace=footpos + (maxstepheight+10) * Vect(0,0,-1);
HitActor = Trace(HitLocation, HitNormal, Endtrace, footpos, true);
if (HitActor!=None)
{
vec =(Vector(newrot) dot Hitnormal)*Hitnormal;
vec=vector(newrot)-vec; // align to surface
spawnrot=Rotator(vec);
Spawn(class 'arr',,, HitLocation,spawnrot);
}
Last edited by asgard12000 on Thu Aug 30, 2007 7:20 am, edited 1 time in total.
- asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: footprints
Also the checkframe thing is no good if the animation doesnt play the whole way thro. eg take lots of tiny steps
You may have to add it to tweentowaiting so that it spawns the right foot (opposite foot) aswell or some such (one spawn) (havent given it much thought)
If trying this at home the panel mesh could be used with a footprint texture (note if using the panel mesh the texture needs to be upside down.
cheers
You may have to add it to tweentowaiting so that it spawns the right foot (opposite foot) aswell or some such (one spawn) (havent given it much thought)
If trying this at home the panel mesh could be used with a footprint texture (note if using the panel mesh the texture needs to be upside down.
cheers
Last edited by asgard12000 on Thu Aug 30, 2007 7:19 am, edited 1 time in total.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: footprints
asgard=STILL PWNAGE!!! lol
also would it be possible to make animations for the playerpawn char's without breaking compatibilty? cause then someone could make a strafing left and right animation
also would it be possible to make animations for the playerpawn char's without breaking compatibilty? cause then someone could make a strafing left and right animation
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: footprints
yes, thats exactly one of the problems. Nothing very critical, but if it would consider small steps also, including spawning the decal for both feet, it would be perfect.Also the checkframe thing is no good if the animation doesnt play the whole way thro. eg take lots of tiny steps
You may have to add it to tweentowaiting so that it spawns the right foot (opposite foot) aswell or some such (one spawn) (havent given it much thought)
If trying this at home the panel mesh could be used with a footprint texture (note if using the panel mesh the texture needs to be upside down.
cheers
For the tracing method where the decal has to be spawned, i'm using basicly the tracing method implemented already in UT, which seems to work fine on edges as well, so this shouldnt be a problem. Can send you the whole stuff Asgard, if you want to check it out.
Sometimes you have to lose a fight to win the war.
- asgard12000
- OldUnreal Member
- Posts: 254
- Joined: Mon Aug 15, 2005 2:46 pm
Re: footprints
The attachment to the surface is much better done the native way rather than expensive traces
If youre not having problems with it theres no need to send it. I'm about out of time for scripting projects atm anyway.
Otherwise you can send it and I may be able to suggest a couple of things.
Such as looking at tweentowaiting
if (animsequence == somerunning || animsequence == somewalking || etc etc)
do my stuff
Cheers
Asgard != pwnage Asgard = enough to get by
If youre not having problems with it theres no need to send it. I'm about out of time for scripting projects atm anyway.
Otherwise you can send it and I may be able to suggest a couple of things.
Such as looking at tweentowaiting
if (animsequence == somerunning || animsequence == somewalking || etc etc)
do my stuff
Cheers
Asgard != pwnage Asgard = enough to get by
Last edited by asgard12000 on Sun Sep 09, 2007 2:28 am, edited 1 time in total.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm