Open decision on player animations for Urban Terror HD.
#1
Posted 29 November 2015 - 12:52 AM
The root of it all is being forced to work with MD3 and it's limitations is not fair to anyone, those that play the game equally to those that have to work with it, where with UE4 the things that can be done is mixed in with ideas that needs to take into consideration with should or should they not be done.
So
To be fair this would be an opportunity to voice your opinion and vision as to expectations of a game called Urban Terror HD that does not suffer from the can't be done problem.
Note: I have nothing to do with the game physics but how the puppet in the box moves but if you would like to chat about that as well then feel free to do so.
#2
Posted 29 November 2015 - 01:04 AM
Idle (not-aiming) animations make no sense when there is no "aim" button, players are always dangerous. Super disorienting.
I like how crouched players are not as tall as crouched and moving players, hiding behind boxes only works when you stay still.
#3
Posted 29 November 2015 - 09:02 AM
beautifulNihilist, on 29 November 2015 - 01:04 AM, said:
Idle (not-aiming) animations make no sense when there is no "aim" button, players are always dangerous. Super disorienting.
I like how crouched players are not as tall as crouched and moving players, hiding behind boxes only works when you stay still.
You can follow along if you subscribe to my YouTube blog.
#4
Posted 29 November 2015 - 02:19 PM
Its kinda hard to judge the videos until there is some speed circle jumps, wall jumps powerslide. I know they work (not seen powerslide yet), what you need is a faster driver. ;)
Perhaps you could ask happdays to do a more speed oriented video.
On a theoretical level, fun over realism has got to be the way to go, Animations should'nt need to look realistic as some of the AAA shooters seem to be aiming for.
Nice to see the tracers working. :D
#5
Posted 29 November 2015 - 05:53 PM
beautifulNihilist, on 29 November 2015 - 01:04 AM, said:
[...]
I like how crouched players are not as tall as crouched and moving players, hiding behind boxes only works when you stay still.
Agree with that. as nice as animations would look like when a player is running around, the "animation" would have to change from idle to firing within a single frame when the player actually decided to fire, and that would look pretty strange is suppose :)
i would, however like an indicator if a player is in scoped view or not.
also i suppose that a idle animation would be acceptable on guns like an sr8, as you probably would not fire them without scoping.
as for crouching, i guess a state similar to the one we have in 4.x would be the best choice, as it would also allow for a rather fluent transition to crouched movement.
for sliding i would prefer a different one though, maybe one leg outstretched forward. hell, if changing the slide direction you could make the model use its hands as "brakes". Or at least one hand, as at least one should hold the gun.
for walljumps something with maybe a hand and a leg on the wall would be nice. (always assuming we have that one hand holding our gun in a somewhat ready state)
jumps now might be a little tricky (to look actually fitting), i suppose a different animation for a forward, a "on spot" and a backward jump would do fine.
thats all i can think of right now. :)
p.s.: i just recalled seeing idle animations in someshowcase form a few month back, and got an idea: use those during the round start time (those x seconds you are spawned but cant move/shoot). Also i suppose a player not moving for like 15 (def. not less) seconds could get the idle animations.
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
#6
Posted 29 November 2015 - 06:10 PM
#7
Posted 30 November 2015 - 02:24 AM
thelionroars, on 29 November 2015 - 06:10 PM, said:
He actually prefers butter and sexy boots. (don't ask)
Videos as to things like jumping power sliding can be seen here in Zen's blog.
http://www.urbanterr...s/blogs/zenity/
I found this one to be rather impressive.
Ask him nicely I'm sure he would be more than happy to pimp a few more videos.
I believe Happy Day has a few video unlisted of some cool jumping but up to him to make public.
Barbie has a few video showing off icy surfaces that I believe made public.
Problem is I can't jump or power slide so I've decided not to demonstrate as I can only prove how bad I am in this areas and not how good this kind of stuff is coming along.
Lessons learned the end of the weapon being used will always be aimed in the direction the 3rd person direction idle or not. This is a requirement because the law says the moment the player hits the trigger the shot is fired and in a relaxed idle the muzzle flash will occur in the direction of the muzzle and not in the direction the shot is being fired in.
#8
Posted 08 December 2015 - 07:27 PM
beautifulNihilist, on 29 November 2015 - 01:04 AM, said:
Iye, on 29 November 2015 - 05:53 PM, said:
Iye said:
1. Its not realistic, 2. This is not baseball. (don't start quoting the motto).
Please, I ask you and everyone reading this, to put on socks, find a smooth flat surface and run and slide while crouching (while pretending to hold a rifle) for as long as you can. You will come to notice, just as I have, that you keep your legs under you. I guarantee you that your back foot will be under your butt on its tip-toes, and your front foot will be in line with your head. It provides better balance to keep both feet under you. Go do it yourself, I'll wait here.
Iye said:
Furthermore, making the player's hand come off the gun while walljumping or sliding is a bad idea because people can shoot while sliding, and I personally know people that can shoot while walljumping, it would just cause the animations to glitch out.
Iye said:
Iye said:
#9
Posted 08 December 2015 - 10:13 PM
Dark-knight, on 08 December 2015 - 07:27 PM, said:
k. one question though: why?
Dark-knight, on 08 December 2015 - 07:27 PM, said:
probably. i just came up with fancy stuff there :). but wouldnt it be "hollywood-style" to shoot with one hand? :)
Dark-knight, on 08 December 2015 - 07:27 PM, said:
sure, but where is the difference between how its done now, and how it would be with an idle animation?
After all, if you find someone in a position you know he can spawn in, 1 minute into a round, you would assume he is afk?
where would the difference be, with an idle animation, telling you that he hasnt touched his controls in 15 sec?
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
#10
Posted 09 December 2015 - 12:59 AM
This gives a bit of a Rambo/NES Contra hipfire to no-scoping, reflects the terrible accuracy of no-scoping while still maintaining a level of threat, AND feels super badass whilst chewing a cigar.
This post has been edited by beautifulNihilist: 09 December 2015 - 12:59 AM