ascottk on 21/5/2006 at 03:05
Quote Posted by tiger@sound.net
So, right off, it sounds like you need a patch that simply turns off all unnecessary body-animations and pieces during first-person viewing? (Heck, for that perspective, Garrett's entire head and body could be completely invisible with just the camera sitting there, in mid-air, very smoothly doing its thing.) :thumb:
***
Oops, I almost forgot a cheap and dirty trick to test this "invisible Garrett"
Simply use a transparent color for his body and head textures.
And for the game, leave his weapons along with their arm textures, alone.
(PS I suspect that his head disappears during first-person view, already?)
And BTW a transparent body will animate very very quickly. :joke:
Quote Posted by tiger@sound.net
... And an "invisible" animating object would do what?
(Just float without contacting the other textures or surfaces?) :angel:
And one pixel of color on the sole of each foot might help that problem?
What are you talking about? The animation files have notetrack info telling the engine what kind of footsteps are being used (running, walking, creeping), and when to start the footstep sfx.
Also, the animations can't go any faster (but can go slower depending on how many things are being rendered) without hitting the the speed the user designates in T3PlayerAnims.ini. You'll still be walking or running at the same speed anyway. If the animations go any slower/faster you can get the moonwalk effect.
And textures have nothing to do with surfaces, etc. It's the material libraries that tell TDS if it's stone, wood, etc. BSP and the collision meshes tell TDS where the physics boundary is.
Besides, the head turning animations basically do not exist. They do for the AI, but not for Garrett. It's hard coded so the body turns when the head rotates to a certain angle.
New Horizon on 21/5/2006 at 03:06
Quote Posted by tiger@sound.net
... And an "invisible" animating object would do what?
(Just float without contacting the other textures or surfaces?) :angel:
And one pixel of color on the sole of each foot might help that problem?
An invisible model won't make a lick of difference in player movement. The model is still animating. I'm not trying to be rude, but you don't seem to have a very firm grasp of how things work.
tiger@sound.net on 21/5/2006 at 05:02
Quote Posted by kamyk
So, back to my point perhaps?
The controls of TDS being singificantly clunkier than the first two games...
Okay, gentlemen, scholars or fellow taffers, if you prefer? :cool:
So you're suggesting that it is "not a problem" for the Garrett model of T3?
Would a graphic-driver update or a newer graphics card solve his problem?
(Kamyk, I don't see that same problem. So jump right in, when you want to.)
:angel:
And hey!
At least we're flying around a bit nearer to the Topic, now.
And Kamyk, just for a test, drop your resolution to 640x480. Okay?
New Horizon on 21/5/2006 at 05:07
Quote Posted by tiger@sound.net
Okay, gentlemen, scholars or fellow taffers, if you prefer? :cool:
So you're suggesting that it is "not a problem" for the Garrett model of T3?
Would a graphic-driver update or a newer graphics card solve his problem?
(Kamyk, I don't see that same problem. So jump right in, when you want to.)
:angel:
What the hell are you talking about? :laff: Have you read what anyone has said?
YES! It IS a problem with the model, that's the whole point...but making it invisible...or causing the animations not to play won't solve the issue at all. The animations would need to be completely remade to eliminate all the problems. The model is hard coded into the game, you can't just remove it...and as ascottk said, the textures have nothing to do with it.
kamyk on 21/5/2006 at 05:37
Quote Posted by Ziemanskye
Because most of them (and me) play in first person, and that delay where you move you're head one way then have to wait for your feet to catch up when you move is a pain, and inconsistant with how it was in the first two games.
Exactly. I am now used to movements that are instantaneous with my turning. While replaying TDS, I found that it felt like Garret was swimming through the air (the only exception being that his forward momentum does not react as if swimming).
FP all the way. None of this 3rd person for me. Honestly I didn't even realize that TDS HAD 3rd person my first time through it. I seriously doubt I would have used it if I had.
Vigil on 21/5/2006 at 09:46
It's worth looking at <a href="http://www.gamespot.com/pc/action/chroniclesofriddick/review.html?q=riddick">Chronicles of Riddick: Escape from Butcher Bay</a> for an example of body-awareness done right.
Not only is it an excellent game in its own right, but the body awareness was implemented in a manner that added depth and immersion without encumbering the movement. Everything still felt just as fluid and smooth as a regular 1st-person shooter.
ZylonBane on 21/5/2006 at 14:16
Quote Posted by kamyk
Honestly I didn't even realize that TDS HAD 3rd person my first time through it.
WTF? What cave were you living in during the whole BODY AWARENESS! BODY AWARENESS! hype? And how did you not notice that every in-game shot on the box is in 3rd-person mode?
kamyk on 21/5/2006 at 23:10
Quote Posted by ZylonBane
WTF? What cave were you living in during the whole BODY AWARENESS! BODY AWARENESS! hype? And how did you not notice that every in-game shot on the box is in 3rd-person mode?
Lol. As I have stated before, I came to Thief late. I didn't hear any hype because I never even heard of Thief until someone pointed me at TDS. And when I bought it, and played it I was already sold on the idea, so I didn't really pay all that much attention to the box. I didn't even read the manual, just installed it and started playing.
tiger@sound.net on 25/5/2006 at 20:36
kamyk, I should have thought, done a fairly advanced search and then sent you to where they are actually working on some of those animation ideas for Garrett. :p
(
http://www.ttlg.com/forums/showthread.php?t=101478) changes in player movement possible?
It's in TTLG Forum's Game Editing and Design, Thief III Editors' Guild area, that I finally got into browsing a bit.
(And it's funny that the pros, around here, didn't send you to there?)
And
now, you can delete this going-no-where message!
(Heck, that might make dlw6 just a little happier?) :cool:
Thanks! :thumb:
ToolFan2007 on 29/5/2006 at 11:11
I see the TDS bashers are out in full-force today.