swinka6666 Posted April 23, 2016 Posted April 23, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
E3245 Posted April 23, 2016 Posted April 23, 2016 (edited) Here's what I've gotten so far. Damage particle effect:http://i.imgur.com/yyX50uA.png Explosion particle effect on death:http://i.imgur.com/BfJcqRZ.png I'm not sure what's going on with the animation though. For some reason, it's not playing. I tried renaming them to X2's AnimSequence from the Sectopod, but nothing. No video yet until I can resolve the animation problem. Edited April 23, 2016 by E3245
swinka6666 Posted April 23, 2016 Posted April 23, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
swinka6666 Posted April 23, 2016 Posted April 23, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
swinka6666 Posted April 24, 2016 Posted April 24, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
Kregano Posted April 24, 2016 Posted April 24, 2016 On 4/24/2016 at 10:43 AM, swinka6666 said: My videos of this show-case became quite popular:http://i.imgur.com/x9mgUvp.jpg Now what?That might be because I posted embeds of them in an XCOM general thread on a big forum, and those people are hyped for SHIVs.
swinka6666 Posted April 24, 2016 Posted April 24, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
LiQuiD911 Posted April 26, 2016 Author Posted April 26, 2016 Awesome work!Ehm I did not have internet connection the last 3 days, sorry for disappearing. But I've made a buggy prototype of a Small Scout, I'll start another thread for that one :) I guess there's some reverse engineering work to be done on Animation Trees. Could it be a bone name problem?
swinka6666 Posted April 26, 2016 Posted April 26, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666
LiQuiD911 Posted April 27, 2016 Author Posted April 27, 2016 (edited) The SHIV upk contains a baked AT_CombatChar tree with all the nodes and names, they can be observed with ueexporter and wastelandghost's UPK Utils (DeserializeAll.exe). I guess I'll have to reverse engineer it because it's not in the leftover assets.I'd be soooo happy if Firaxis somehow "slipped" that file in the next update xD edit: the process seems straightforward, I'll post a tutorial when I have something usable edit2: darn, UPK Utils crashes during animtree deserialization, I'll talk with wastelandghost Edited April 27, 2016 by LiQuiD911
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