Creating a new NPC and Level Design By A Newb
Quote from BlackWolfe on May 20, 2013, 4:34 pmlord_blex wrote:How are you doing with moving P-Body around? Still not working? I once spent days trying to get her behave, but she wouldn't even want to walk properly.. (as in properly raising her feet when taking a step)
It would be so great to achieve this.. So I'm rooting for you, I hope you get a revelation or somethingI've put P-Body aside for the moment in favor of getting the actual physical level built, but am about to hit that part of the level. The idea is to have all of those level portions completely scripted so that I can simply move P-Body around through the use of func_movelinear and similar brush entities. Animation will be handled by P-Body being a prop_dynamic_override.
It's not (remotely) pretty, but it should work. I'm thinking I'll handle facing by having a bunch of info_targets and parenting P-Body to a func_tank.
It would be so great to achieve this.. So I'm rooting for you, I hope you get a revelation or something

I've put P-Body aside for the moment in favor of getting the actual physical level built, but am about to hit that part of the level. The idea is to have all of those level portions completely scripted so that I can simply move P-Body around through the use of func_movelinear and similar brush entities. Animation will be handled by P-Body being a prop_dynamic_override.
It's not (remotely) pretty, but it should work. I'm thinking I'll handle facing by having a bunch of info_targets and parenting P-Body to a func_tank.

Quote from ChickenMobile on May 22, 2013, 7:43 amBlackWolfe wrote:I'm thinking I'll handle facing by having a bunch of info_targets and parenting P-Body to a func_tank.🙁
I thought you were on the bleeding edge here!
🙁
I thought you were on the bleeding edge here!
Quote from BlackWolfe on May 22, 2013, 12:59 pmChickenMobile wrote:BlackWolfe wrote:I'm thinking I'll handle facing by having a bunch of info_targets and parenting P-Body to a func_tank.🙁
I thought you were on the bleeding edge here!It bled out.
I think the problem is that P-Body's action names aren't NPC action names. They all have the _MP_ tag in the name, indicating that it's a multiplayer player action. If I can decompile and recompile a new version with standard NPC actions...
Except I have no idea how to decompile a model...
Actually, yeah, I like that idea a whole lot better if I can make it work.
Somehow.
🙁
I thought you were on the bleeding edge here!
It bled out.
I think the problem is that P-Body's action names aren't NPC action names. They all have the _MP_ tag in the name, indicating that it's a multiplayer player action. If I can decompile and recompile a new version with standard NPC actions...
Except I have no idea how to decompile a model...
Actually, yeah, I like that idea a whole lot better if I can make it work.
Somehow.
Quote from lord_blex on May 22, 2013, 1:39 pmBlackWolfe wrote:Except I have no idea how to decompile a model...Read this.
Read this.
Quote from FelixGriffin on May 22, 2013, 1:49 pmDon't bother, the more complex the joints are the worse it will be affected by the decompiler. Any sort of humanoid will be damaged beyond repair.
But it should be possible to use those activities nonetheless. I don't know why they wouldn't work. Chell in both games has the multiplayer activities, but they can be used to animate her in Portal 1.
Don't bother, the more complex the joints are the worse it will be affected by the decompiler. Any sort of humanoid will be damaged beyond repair.
But it should be possible to use those activities nonetheless. I don't know why they wouldn't work. Chell in both games has the multiplayer activities, but they can be used to animate her in Portal 1.
Quote from BlackWolfe on May 22, 2013, 2:54 pmFelixGriffin wrote:Don't bother, the more complex the joints are the worse it will be affected by the decompiler. Any sort of humanoid will be damaged beyond repair.But it should be possible to use those activities nonetheless. I don't know why they wouldn't work. Chell in both games has the multiplayer activities, but they can be used to animate her in Portal 1.
The problem I'm experiencing is that I can trigger activities and sequences no problem using scripted sequences, but when attempting to have the character move from one sequence to the next, it's just teleporting it to that spot. I've tried using the custom movement type, but it didn't affect a thing.
I'll try again and record a demo of it to show what the result is.
But it should be possible to use those activities nonetheless. I don't know why they wouldn't work. Chell in both games has the multiplayer activities, but they can be used to animate her in Portal 1.
The problem I'm experiencing is that I can trigger activities and sequences no problem using scripted sequences, but when attempting to have the character move from one sequence to the next, it's just teleporting it to that spot. I've tried using the custom movement type, but it didn't affect a thing.
I'll try again and record a demo of it to show what the result is.