Heyas,
I'm finally far enough along to make a proper post about this.
TF341 will be a small set of military themed characters for X9 and X10 (hopefully). The introductory set will be in pack form with a few different variation-on-a-theme meshes and include multiple texture variations and possibly also some weapons to go with them
It is my intent to include .FBX format as well as biped animation files fore ease of use outside of FPSC and for developers who wish to customize things.
The three planned texture sets are: US Army(ACU), SWAT (black), PMC/Merc (likely desert-ish colors) as well as a plain grey template which will be easy for users to lay-in cammo patterns of their choice without too much headache.
Most mesh variation for this set will come in the form of different pouch/gear configurations and different heads.
With much kind assistance from the scripting board, there has been an exhausting amount of animations added but I may have to end up trimming that down a bit because it swells the memory footprint a bit. As-is, I will be making additional exports for multiplayer use which has the extra anims clipped off and I will also be exporting limited-anim/no-head/no-arm versions for use as player bodies with FPSC Mods.
The new animations are primarily geared towards giving scripr-orientated developers more flexibility in creating worlds which feel a little bit more real. Some anims turned out well and others not-so well, as I continue development I will need to weigh the time needed to fix certian anims vs. their usefulness and decide if things will be getting cut.
Here is the current animation list (subject to change!):
EAI character animation reference list:
;Animationdesc (0-49-unarmed,50-99pistol,100-149 submach,150-199 rifle,200-249 heavyweap,250-299 bazooka)
anim0 = Spawn 190,209
anim1 = Idle 210,234
anim2 = Move Slow 235,259
anim3 = Strafe Left 260,279
anim4 = Strafe Right 280,299
anim5 = Move Fast 300,318
anim6 = Reload Weapon (or Toss) 319,355
anim7 = Climb 160,189
anim8 = TALK NEUTRAL 2540,2564
anim9 = GET UP PRONE 2871,2886
anim10 = HEADSHOT/KO 2650,2667
anim11 = Impact Front 0,19
anim12 = Bounce Front 20,39
anim13 = Get Up Front 493,522
anim14 = Impact Back 40,59
anim15 = Bounce Back 60,79
anim16 = Get Up Back 523,552
anim17 = Impact Left 120,139
anim18 = Bounce Left 140,159
anim19 = STUNNED 2669,2673
anim20 = Impact Right 80,99
anim21 = Bounce Right 100,119
anim22 = FLINCH: GUT 2692,2701
anim23 = GUARD WALK 2500,2524
anim24 = TALK YES 2564,2585
anim25 = TALK NO 2585,2605
anim26 = GUARD IDLE 2525,2539
anim27 = POINT 2605,2623
anim28 = STOP 2623,2649
anim29 = FLINCH: LEFT 2674,2683
anim30 = FLINCH: RIGHT 2683,2692
anim31 = Crouched Idle 356,380
anim32 = Crouched Move Slow (same) 381,405
anim33 = Crouched Strafe Left (same) 381,405
anim34 = Crouched Strafe Right (same) 381,405
anim35 = Crouched Move Fast (same) 381,405
anim36 = Crouched Reload Weapon (or toss) 406,442
anim37 = MELEE CROUCHED 2807,2823
anim38 = PRONE IDLE 2838,2849
anim39 = PRONE MOVE (Generic) 2850,2870
anim40 = Freeform Idle 443,462
anim41 = Freeform Move 463,492
anim42 = Recover Back 493,522
anim43 = Recover Face 523,552
anim44 = FLINCH: CRITICAL 2701,2720
anim45 = DOOR KNOCK 2721,2750
anim46 = DOOR KICK 2750,2772
anim47 = MELEE FOREWARD 2773,2789
anim48 = MELEE LOW 2790,2806
anim49 = GO PRONE 2823,2838
;Weapon anims must repeat every 389 frames!
anim50 = Weapon Spawn 553,572
anim51 = Weapon Idle 573,597
anim52 = Weapon Move Slow 598,622
anim53 = Weapon Strafe Left 623,642
anim54 = Weapon Strafe Right 643,662
anim55 = Weapon Move Fast 663,681
anim56 = Weapon Reload Weapon 682,731
anim57 = Weapon NEW Climb 160,189
anim58 = Weapon TALK NEUTRAL 2929,2953
anim59 = Weapon GET UP PRONE 3260,3275
anim60 = Weapon HEADSHOT/KO 3039,3056
anim61 = Weapon Impact Front 0,19
anim62 = Weapon Bounce Front 20,39
anim63 = Weapon Get Up Front 882,911
anim64 = Weapon Impact Back 40,59
anim65 = Weapon Bounce Back 60,79
anim66 = Weapon Get Up Back 912,941
anim67 = Weapon Impact Left 120,139
anim68 = Weapon Bounce Left 140,159
anim69 = Weapon STUNNED 3058, 3062
anim70 = Weapon Impact Right
anim71 = Weapon Bounce Right
anim72 = Weapon FLINCH: GUT 3081,3090
anim73 = Weapon GUARD WALK 2889,2913
anim74 = Weapon TALK YES 2953,2974
anim75 = Weapon TALK NO 2974,2994
anim76 = Weapon GUARD IDLE 2914,2928
anim77 = Weapon POINT 2994,3012
anim78 = Weapon STOP 3012,3038
anim79 = Weapon FLINCH: LEFT 3063,3072
anim80 = Weapon FLINCH: RIGHT 3072,3081
anim81 = Weapon Crouched Idle 732,756
anim82 = Weapon Crouched Move Slow (same) 757,781
anim83 = Weapon Crouched Strafe Left (same) 757,781
anim84 = Weapon Crouched Strafe Right (same) 757,781
anim85 = Weapon Crouched Move Fast (same) 757,781
anim86 = Weapon Crouched Reload Weapon (or toss) 782,831
anim87 = Weapon MELEE CROUCHED 3196,3212
anim88 = Weapon PRONE IDLE 3228,3238
anim89 = Weapon PRONE MOVE (Generic) 3239,3259
anim90 = Weapon Freeform Idle 832,851
anim91 = Weapon Freeform Move 852,881
anim92 =
anim93 =
anim94 = Weapon FLINCH: CRITICAL 3090,3109
anim95 = Weapon DOOR KNOCK 3110,3139
anim96 = Weapon DOOR KICK 3139,3161
anim97 = Weapon MELEE FOREWARD 3162,3178
anim98 = Weapon MELEE LOW 3179,3195
anim99 = Weapon GO PRONE 3212,3227
;Special Animation (unarmed/WT0 only 100-111)
anim100 = POW MOVE SLOW 4840,4864
anim101 = POW STAND IDLE 4865,4881
anim102 = POW STAND FLINCH 4882,4891
anim103 = POW KNEEL DOWN 4892,4909
anim104 = POW KNEEL IDLE 4910,4925
anim105 = POW KNEEL FLINCH LEFT 4926,4935
anim106 = POW KNEEL FLINCH RIGHT 4936,4945
anim107 = POW KNEEL KNOCK DOWN 4946,4961
anim108 = POW KNEEL RECOVER 4962,4986
anim109 = POW GET UP 4987,4999
anim110 = FEMALE MOVE SLOW 5001,5025
anim111 = FEMALE IDLE UNARMED 5026,5046
anim112 = SALUTE 5048,5079
;Special Animation (WT 0-3 only 120-146)
anim120 = SIT DOWN (GROUND) 5080,5111
anim121 = SIT IDLE 5112,5135
anim122 = SIT TALK NEUTRAL 5136,5155
anim123 = SIT POINT 5156,5175
anim124 = SIT FLINCH 5176,5185
anim125 = SIT DIE 5186,5205
anim126 = SIT AIM FRONT 5206,5210
anim127 = SIT SHOOT FRONT 5210,5215
anim128 = SIT HOLD AIM FRONT 5215,5216
anim129 = SIT AIM LEFT 45DEG 5217,5220
anim130 = SIT SHOOT LEFT 45DEG 5220,5225
anim131 = SIT HOLD AIM LEFT 45DEG 5225,5226
anim132 = SIT AIM RIGHT 45DEG 5777,5230
anim133 = SIT SHOOT RIGHT 45DEG 5230,5235
anim134 = SIT HOLD AIM RIGHT 45DEG 5235,5236
anim135 = GO FETAL (FROM SITTING) 5237,5247
anim136 = FETAL IDLE 5248,5260
anim137 = SIT UP (FROM FETAL) 5261,5275
anim138 = STAND UP (FROM SIT) 5276,5308
anim140 = ZOMBIE SHUFFLER IDLE 5309,5329
anim141 = ZOMBIE SHUFFLER ATTACK 5330,5349
anim142 = ZOMBIE SHUFFLER MOVE SLOW 5350,5377
anim143 = ZOMBIE FRENZIED IDLE 5378,5398
anim144 = ZOMBIE FRENZIED ATTACK 5399,5418
anim145 = ZOMBIE FRENZIED MOVE FAST 5419,5437
anim146 = ZOMBIE FEEDING 5438,5458
Anyhow, here's a couple in-game shots from a shader test I just completed:
It's currently running CoZ's fixed bumpbone v2 shader. I need to add more wrinkles to the shirt tail and make the boots look like smooth leather. Right now the normal map was made from the sued-ed boots. It also has details for kneepads which will need to be omitted for this variation. I also need to increase the normal map relief in the area where the vest closure overlaps in the front. I didn't make a high res mesh to bake the normal map, I used a bumpmap then baked that into a normalmap. The black also needs to be lightened up a bit.
The 2nd pic is in a wildly innapropriate idle stance (forgot to switch the script from when I was testing female animations haha!) but it shows off the front of the model/normal mapping better. The pose in the first pic is a guard idle which I have added for these characters for developers to use if they don't always want to have the guns pointing.
Right now I am finalizing the meshes. Making optimizations here and there and converting things to single-mesh so it will work with stenciled shadows, etc.
If this ends up being a positive experience, I will continue to add characters to my media catalogue because I think to a certian extent, once the groundwork is laid in, they might be quicker to produce than weapons and enjoy higher demand. We'll see though.
C&C appreciated!