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Author Topic: One man and his dog  (Read 5851 times)

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Offline KevBaz

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One man and his dog
« on: 25 Nov 2002, 01:16:08 »
Ok the following is 100% downloaded model and textures i am not taking credit for making them as i didnt, all i have done is to get the dog into ofp



its paws look cut off but i think its due to being on a slight slope anyway get it here

http://www.kevbaz.com/BAZ_GUARGDOG.zip

just noticed the zips spelling error lmao ohwell

BoNeCoLLeCToR

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Re:One man and his dog
« Reply #1 on: 25 Nov 2002, 01:19:10 »
Hey looks nice is the dog a object or can it move?

Offline KevBaz

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Re:One man and his dog
« Reply #2 on: 25 Nov 2002, 01:20:53 »
oopse should have said its STATIC ONLY dont believe i forgot that

BoNeCoLLeCToR

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Re:One man and his dog
« Reply #3 on: 25 Nov 2002, 01:25:19 »
Is it impossible to make it walk run ???

Offline KevBaz

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Re:One man and his dog
« Reply #4 on: 25 Nov 2002, 01:26:46 »
at the mo yes, untill somone starts on new anims, which i dont think will be for a good while yet, itll still add summit to a cutscene or at a checkpoint thingy

BoNeCoLLeCToR

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Re:One man and his dog
« Reply #5 on: 25 Nov 2002, 01:30:18 »
Hope someone with maya make new animations for the dog it looks so cool to have a dog in the game ;)

BoNeCoLLeCToR

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Re:One man and his dog
« Reply #6 on: 25 Nov 2002, 01:31:34 »
TeaCup has maya tool maybe he make animation for the dog ::)

PunkerSXDX

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Re:One man and his dog
« Reply #7 on: 28 Nov 2002, 09:19:10 »
I have a Dog!  :D

lis

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Re:One man and his dog
« Reply #8 on: 28 Jan 2003, 14:04:02 »
oh
my
god


if u can make dogs... you can make horses... you need horses before dogs!!! mounted cavalry ARGGGGGGG
gimme a horseeeeeeee
 ???

Makabi

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Re:One man and his dog
« Reply #9 on: 07 Apr 2003, 05:11:05 »
nice pooch, I love dogs!  :D

teaCup

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Re:One man and his dog
« Reply #10 on: 28 Jun 2003, 13:41:02 »
I was wondering: is anyone working on animal addons, and if so, would they mind showing some work in progress? Cause i took the addon put together by KevBaz, and reworked it a little. I partially remodelled it, improved the texture mapping, made some selections and some animations + a rather large config.
I know of at least one person (LCD), who said he was working on the very same thing.
I'm not posessive about this addon, and since i'm working on a dog contributed by KevBaz, i was thinking we could all join forces, and make this the unofficial OFPEC forums doberman. Really wanna see this dog done (or any other animal for that matter), and my progress is rather slow (i don't have too much time on my hands)
So, if there's anyone interested..  holler.

teaCup

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Re:One man and his dog
« Reply #11 on: 13 Oct 2003, 10:37:03 »
Time to show some work in prgress..
www.spunge.org/~ntib/TCP_TestDog.zip (184 Kb)

It has a minimal set of animations: stand, trot, gallop, bark, bark x 3, die.
None of the animations is final, and some of them (e.g. trot) are really just blocked out. Barking animations suck..

Anyway, please take it for a spin, tell me what you think..
Also, if you would like to see this addon completed faster, you could help make it. I have a full time and a part time job, plus some other stuff on my head, so i really have very little time for OFP (i regularly neglect my "serious" work to tinker with OFP ;) ).

stuff:
- the dog cannot strafe, nor walk backwards.
- slopes are a problem
- to make him bark, try: [name of the dog] playMove "EffectStandTalk" or "Bark3x"
- to view death animation, just kill him
- .p3d and config are a bit of a mess, don't mind that

that's about it..






Offline Colonel_Klink

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Re:One man and his dog
« Reply #12 on: 13 Oct 2003, 10:51:12 »
Teacup.. What a genius. That is so cool. What kind of help do you require. IM me. Please
Rebel without a pause...D.I.L.L.I.G.A.F.

Offline KevBaz

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Re:One man and his dog
« Reply #13 on: 13 Oct 2003, 13:13:38 »
heh nice work m8 :D

Offline Gogs

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Re:One man and his dog
« Reply #14 on: 13 Oct 2003, 16:43:51 »
WOW! That would be so cool if it worked!

Kaliyuga

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Re:One man and his dog
« Reply #15 on: 13 Oct 2003, 18:19:43 »
 :o  :o :o

  I'll second what Klink said if you need any specific help give me a holler :thumbsup:

   Great Job

Torak

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Re:One man and his dog
« Reply #16 on: 13 Oct 2003, 18:52:14 »
Now it just needs some form of attack; are "built-in" weapons supported, or is it another of the glaring omissions (like trailers... I WANT A Bv206!) in the OFP  engine?

ZIKAN

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Re:One man and his dog
« Reply #17 on: 13 Oct 2003, 19:24:09 »
 I just tried this out, and its a remarkable achievement!  :o
The animations are superb even at this stage, I hope you can  refine it further with the help of the rest of the gurus in the OFP community, well done m8!

teaCup

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Re:One man and his dog
« Reply #18 on: 14 Oct 2003, 14:01:44 »
The Colonel just made me blush..  :)

Glad some of you liked it, and thanks for the help offers. I might take you up on that. *sure hope the last sentence is English for threatening with accepting someone's offer*
As for making it an attack dog, i guess it's possible, but i don't think i'll try it right away. First i would like to squeeze the most out of the current animation system, to make it look as good as possible. I'm aware that certain things do and will look weird, but some things i just can't change. The animation sytem is better suited for humanoids and less so for four-legged animals.
Thanks for the encouragements, and hope my bosses will fire me. That would surely speed up the process. I'm bored of this working for a living routine anyway..
« Last Edit: 15 Oct 2003, 14:25:38 by teaCup »

Offline Planck

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Re:One man and his dog
« Reply #19 on: 14 Oct 2003, 22:56:10 »
I must congratulate you on a good job Teacup.

Not only do these dogs look good, but you have managed to train them to a high degree.

They fly helicopters and man gunner positions as well.

The enemy didnt know what hit them.


Planck
I know a little about a lot, and a lot about a little.

Offline Colonel_Klink

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Re:One man and his dog
« Reply #20 on: 15 Oct 2003, 03:07:44 »
A bit of script tweaking will have these lesser beasts trained to a more servile role, like fetching the newspaper and biting the heels of milkmen. :)

Next bits:
Have it acting like a real dog...cr*pping everywhere, eating and drinking...next will be breeding..
..puppies, ofp kennels, ofp dog shows.. where will this end...
« Last Edit: 15 Oct 2003, 10:58:21 by Colonel_Klink »
Rebel without a pause...D.I.L.L.I.G.A.F.

Torak

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Re:One man and his dog
« Reply #21 on: 15 Oct 2003, 12:03:17 »
A new weapon for OFP: "Explosive Diarrhoea"...

Mind you, that's realistic; in the Swedish military there is what's termed a "slirmina", or "slipping mine". It's what results when someone can't be bothered to get to the latrine in the field...

Kaliyuga

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Re:One man and his dog
« Reply #22 on: 15 Oct 2003, 18:09:40 »

cliff

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Re:One man and his dog
« Reply #23 on: 15 Oct 2003, 18:17:56 »
I always wondered what happened to this addon, after all, it showed promise even as a static guard dog.

This is great, an animated leash for guard patrols to handle the dog with is my no1. on the wishlist.

Keep it up.

Offline Gogs

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Re:One man and his dog
« Reply #24 on: 15 Oct 2003, 21:38:57 »
(aP distance dog)<50
On Activation:
dog playmove "bark3x"; playsound "dog"; dog move getpos aP; east reveal aP; moveloop=true

(Repeatdly, delay 1 sec)
Condition:
moveloop
On Activation:
dog move getpos aP; moveloop=false; moveloop=true

Condition:
(aP distance dog)<.5
On Activation:
dog dowatch aP; dog playmove "bark3x"; playsound "growl"; aP setdammage 1

Now its a vicious attack dog with a keen sense of smell!

KyleSarnik

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Re:One man and his dog
« Reply #25 on: 16 Oct 2003, 00:32:14 »
Code: [Select]
_dog = _this select 0
_tank = _this select 0

_dog setunitpos "UP"

#suicide
_dog domove (getpos _tank)

~1

?(_tank distance _dog)<.5; goto "boom"
goto "suicide"

#boom

bomb="laserguidedbomb" camcreate (getpos _dog)
bomb setdammage 1

exit

thats fun, you get to kill dogs AND tanks  ;D

Quote
The dogs were then trained to run underneath enemy tanks and in doing so they would tip back a vertical wooden lever on their backs, which would detonate the explosives, much to the surprise of the German tank crews and the dogs.

 ;D LOL hilarous! :gunman:

m21man

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Re:One man and his dog
« Reply #26 on: 16 Oct 2003, 02:19:44 »
Quote
Two words:

Dog Mines ;D

A. Kaliyuga, you're sick!

B. Where'd you get that pic? I'd always wondered if the Soviets took pictures of their bomber dogs.

Aeon

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Re:One man and his dog
« Reply #27 on: 16 Oct 2003, 05:50:38 »
easy way :
this addmagazine "strokefist"; this addweapon "strokefist"

Now get close to an enemy and "bite" him, you will kill him :)

Torak

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Re:One man and his dog
« Reply #28 on: 16 Oct 2003, 11:12:22 »
Code: [Select]
_dog = _this select 0
_tank = _this select 0

_dog setunitpos "UP"

#suicide
_dog domove (getpos _tank)

~1

?(_tank distance _dog)<.5; goto "boom"
goto "suicide"

#boom

bomb="laserguidedbomb" camcreate (getpos _dog)
bomb setdammage 1

exit

thats fun, you get to kill dogs AND tanks  ;D ;D LOL hilarous! :gunman:

Reckon someone can combine that with the dog and whatever else needs to be done? I want to try it, but don't know how to implement it...

Offline KevBaz

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Re:One man and his dog
« Reply #29 on: 16 Oct 2003, 22:34:49 »
please note that the maker of this dog and its textuers has moved sites, the link in the readme is now out of date and this is his new home

http://www.psionic3d.co.uk

cheers

mystic80

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Re:One man and his dog
« Reply #30 on: 18 Oct 2003, 05:48:26 »
sorry it might be a bit OT but can anyone tell me if u all had any problem importing RTM to MAYA? my pieces get everywhere only left the bones intact.

I got motion capture in school also and would like to know if its possible to make use of it. thanks.

teaCup

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Re:One man and his dog
« Reply #31 on: 18 Oct 2003, 08:21:48 »
Are you using "named components.ma" when you're importing (i don't remember putting bones in that one)? Cause that's the one you're supposed to use. It says so in the readme.

About the mocap: you should find out what format(s) can your gear at school put out. I think it's very likely you could easily convert them to .rtm.

mystic80

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Re:One man and his dog
« Reply #32 on: 18 Oct 2003, 11:53:33 »
well i mean importing using RTM not open the file that is inside. reason being because i needa get the combat position and edit from there.

its not bones its some kinda wire. sorry im not the one doing it. its my modelling team. they are better wif using 3dmax thats y they cant figure out.

Suma

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Re:One man and his dog
« Reply #33 on: 24 Oct 2003, 14:20:13 »
Very nice and innovative addon.

Keep up good work.

I have some technical remarks that might help you:

1) Important - soldier's skeleton affected

You added one move into the CfgMovesMC. This is very bad, because any moves are soldiers moves. All animations in this section should be based on the same skeleton. As your added animation uses completely different skeleton, it can cause major performance problems for all animations of soldiers (and in some cirmustances it can even crash the OFP).

All dogs animation should go into your specific CfgMovesXXXX section. You have most other animation there, but not all.

2) Dog inherits default man moves

From similiar reason your dogs animation CfgMovesXXX should not be inherited from the default one. By inheriting you add all default man skeleton bones into your skeleton. This is not as important as 1), because it does not affects soldiers, only your dog, but it may be worth fixing.

(Note: I do not attend this forum often. If you need some more information from me, drop me a PM on the BIStudio forums).

teaCup

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Re:One man and his dog
« Reply #34 on: 24 Jan 2004, 16:56:52 »
Thanks for your observations Suma. And for the encouragement.
Unfortunately, i was able to do only little work on the dog, as i've been quite busy these last two months. But i'll try to make up.