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Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Tue Aug 12, 2008 12:56 pm
by Super_Clone
why doesnt grevious have a head?

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Tue Aug 12, 2008 1:16 pm
by PsYcH0_]-[aMsT3r
Lol its all part of Rancor's crazy maps. I have no idea how he doesit, but he always changes character sizes and stuff. Anyway Looks awesome rancor! I played Number II and liked the mode with the random bio-thingys, but found the other one filled with glitches. Look forward to playing this one though!

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Tue Aug 12, 2008 1:20 pm
by obiboba3po
Super_Clone wrote:why doesnt grevious have a head?
lol cause he doesnt need one DOH!!
this map is so awesome though :runaway:

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Tue Aug 12, 2008 6:16 pm
by MetalcoreRancor
New screens of the enviroment.

The foggy atmosphere
Image


And is that... A TORNADO!?!

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Image

Image

Image



A piece of the Doom star is falling into the atmosphere...

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And the lair of the bio experiments.

Image

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 9:51 am
by Fart1ngo
Will the adventure mode be even longer and more epic than the last?

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 12:00 pm
by MetalcoreRancor
I'm focusing more on combat aspects this time around, but there will be some in-depth exploration of the Doom star.

I'm proud to unveil some screens and actual footage of 3 Bio Experiments for the planets surface!

Hidden/Spoiler:
The 'Ostrich'
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The 'Larvae'
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The 'Mantis'
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The video!
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Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 12:28 pm
by obiboba3po
MetalcoreRancor wrote:I'm focusing more on combat aspects this time around, but there will be some in-depth exploration of the Doom star.

I'm proud to unveil some screens and actual footage of 3 Bio Experiments for the planets surface!

Hidden/Spoiler:
The 'Ostrich'
Image

The 'Larvae'
Image

The 'Mantis'
Image
The video!
Image
:funny2: i watched the vid and thats just awesome how they walk :mrgreen:

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 4:04 pm
by MetalcoreRancor
Image

New video up, better quality, showcasing the other 2 units.

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 5:56 pm
by SBF_Dann_Boeing
the messed up geo reminds me of E.T. XD

U need to fix up that texture that those tornado effect things use so it isn't shooting red squares lol.

Re: The Rancor Doom Star 3 / Crazy Zone 2 topic

Posted: Thu Aug 14, 2008 6:17 pm
by MetalcoreRancor
Thats planned for down the road. Right now Im focusing on making some zombies.

Re: RD3/CZ2 Topic, 2nd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 10:56 am
by MetalcoreRancor
Screens of Tauntaun and Rancor

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The Rancor ingame

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The Tauntaun ingame

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Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:02 am
by Fluffy_the_ic
What MandeRek said in the tauntaun video.

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:04 am
by Teancum
Cool, you the rancor moving around. :thumbs:

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:07 am
by obiboba3po
lol all i can say is :eek:

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:18 am
by MetalcoreRancor
I've got just 2 issues to sort out with the beast and I'll need your guys help. So far the rancor moves (in 1 direction, have to up the turning speed and movement) and attacks with his attack just fine, the problem is I do not know which bone will be best to use in the weapon, to deal damage, and I do not know if I've got him set up right for dealing damage. I'll post the code here, and hope Teancum or someone knows how to set it up better.

Weapon odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = ""
ComboAnimationBank = "human_sabre melee zom_inf_rancor"

FirePointName = "hp_hotspot bone_jaw"
LightSaberLength = "0.4"
LightSaberWidth = "0.75"
//LightSaberTrailColor = "255 255 255 100"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"

MinRange = "0"
OptimalRange = "7.5"
MaxRange = "9"

HitSound = "rancor_belch"

OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"
Combo
Hidden/Spoiler:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.2);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.3);
BlendOutTime(0.3);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.15);
}

// Throw stuff....
ThrowAnimation("stand_throw");

State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")


Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
}

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("rancor_amb", 15, "Frames");

//set a duration so we will go to state RECOVER3 before the animation ends

AlignedToThrust();

StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(17, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(4000);
Push(20.0);
}
Attack()
{
Edge(1);
DamageTime(17, 20, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(4000);
Push(20.0);
}


Transition("IDLE");
}
Any ideas will help, and yes I have plans to release this rancor immediately, as soon as I got it able to attack properly. Also the sounds arent working lol.

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:27 am
by Fart1ngo
MetalcoreRancor wrote: Also the sounds arent working lol.
I never heard the Rancor make sounds ingame....

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 11:37 am
by MetalcoreRancor
The Belch and I think the roar, but those may be just part of jabba palace's sounds.

-Update:

Im going to just make a short range choke weapon and have him use it as a secondary for now.

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 1:16 pm
by Maveritchell
The sounds aren't working because they're not defined as weapon sounds, they're some kind of ambient sound. I know it sounds harder, but it would actually be better to just create a custom sound .lvl with all-new sounds for the rancor's attacks.

And your melee weapon probably isn't working because it doesn't have a geometry. Give it an invisible geometry, like the Acklay's or the Wampa's "lightsaber."

And who actually set up the rancor, rigged it, did the work, etc?

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 1:20 pm
by MetalcoreRancor
I did. I didn't do any remodels, any crap or such, I simply took the basepose, idle anim and grab anim, renamed the latter 2 and rigged it to a odf and combo, and it worked. And I figured out the weapon isn't working simply because I was missing DamageNums, so now I am going to upload the assets, which don't have new sounds. Might add them later.

Re: RD3/CZ2 Topic, 3rd page has first ever rancor unit ingame

Posted: Fri Aug 15, 2008 1:33 pm
by Maveritchell
I simply took the basepose, idle anim and grab anim, renamed the latter 2
I thought someone tried this before and ended up with an offset couple of bones to the dummyroot? I guess this is why it can't hurt to try more than once.