Development > Artwork

New civilian (child) model

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Mattn:

--- Quote from: Destructavator on August 01, 2010, 09:17:45 pm ---Side note:  At present the game doesn't give me a good way to test most animations with civilians, especially combat/firing animations (when infected).  Would it be possible to add "Civilian" to the list of teams in skirmish mode?  I already see just about everything else in that list.

--- End quote ---

you can edit seq_modelview.ufo and type seq_start view to the game console

Destructavator:

--- Quote from: Mattn on August 02, 2010, 12:05:45 am ---you can edit seq_modelview.ufo and type seq_start view to the game console

--- End quote ---

I looked at that, that doesn't help too much because I really need to control a unit with the kid model on a map with other objects.  Only then can I see if the TAGs for holding and firing weapons and such (for an XVI-affected civ) are in the right place and the animations work properly.

I tried to temporarily edit the kid in as a soldier, but it made the game bomb back to my desktop I think because he doesn't have an armored version.

If I could control a civ unit in skirmish, that would really be what I need for testing.

If you don't want the game to really have a player-controlled civ team option, perhaps it could be disabled when compiled in "release" and not "debug"?

Edit: Either that, or is there a console command to control a different team once a map is loaded and a battle starts?

Mattn:
you can also specifiy tags in sequences - but if you want to use the civ in skirmish you have to use it as solider and provide armoured versions

Destructavator:
I think I figured it out - I can copy the exact same model as an "armored" version into the armor model folders.

I scaled the kid a bit, now he's just a tiny bit shorter than the soldiers.

I think this looks much better.

Mattn:
just the texture needs a little bit of work - it looks like it could need some smoothing here and there

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