I am analyzing the Immortal unit and trying to figure out how to break down the various components.
The walking animation messages and turret functionality are very interesting to me but I'm getting the feeling these components may have been hard-coded.
Has anyone been able to pin-point where these things are coded and can they be replicated on a unit made from scratch?
immortal walk anim could be hard coded or it's some options for model itself in art tools. it blends different directional animations depending on unit's movement angle. The turret is not hard coded it has it's own data object in editor and also dedicated "Turret" actor.
The Model has over a dozen "walk" animations with letter keys, to match the various walking directions. Hardcoded to the Immortal and Colossus.
The turret is your standard-fare "let this part of the model rotate independently" setup. It also requires Model hardcoding, as the rotating part has to be hosted on the turret attachment point (usually TurretZ), but many more models support it. In principle you can make anything into a TurretZ by hosting it as an attachment onto the Phoenix model, since the entire visible asset rotates around its Origin.
It seems the game engine automatically looks for the Walk[A,B,C...] category of animations for non turn-able units.
I found the turret actors, but I have to say it was confusing that they are not separate models as well.
You're right Photolos, The attachment point "TurretZ" designates the portion of the model that is the turret.
I am analyzing the Immortal unit and trying to figure out how to break down the various components. The walking animation messages and turret functionality are very interesting to me but I'm getting the feeling these components may have been hard-coded.
Has anyone been able to pin-point where these things are coded and can they be replicated on a unit made from scratch?
Thanks in advance.
immortal walk anim could be hard coded or it's some options for model itself in art tools. it blends different directional animations depending on unit's movement angle. The turret is not hard coded it has it's own data object in editor and also dedicated "Turret" actor.
The Model has over a dozen "walk" animations with letter keys, to match the various walking directions. Hardcoded to the Immortal and Colossus.
The turret is your standard-fare "let this part of the model rotate independently" setup. It also requires Model hardcoding, as the rotating part has to be hosted on the turret attachment point (usually TurretZ), but many more models support it. In principle you can make anything into a TurretZ by hosting it as an attachment onto the Phoenix model, since the entire visible asset rotates around its Origin.
Thanks guys.
It seems the game engine automatically looks for the Walk[A,B,C...] category of animations for non turn-able units.
I found the turret actors, but I have to say it was confusing that they are not separate models as well. You're right Photolos, The attachment point "TurretZ" designates the portion of the model that is the turret.