[Character] Xenomorph

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samjb1992
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Re: [Character] Xenomorph

Post by samjb1992 » Thu Sep 25, 2014 1:17 am

bayc wrote:I click little folder in load item tab, it opens to the objects folder. I go back one and go to custom. I go into akazi (the folder not sexual) and into the alien warrior folder or faith tab, then clikc on the characters folder, and double click on the .xml file inside. It closes the little window and when I click in-game to place a character, it gives the error that was said to be fixed if you're in advance_testing.
your problem is you have to go into the objects folder, so it data/custom/akazi/aielnwarrior/Objects/characters

then you pick the xml in that folder with the word "actor" at the end of the file name.

so in this case it is Alien_Warrior_actor.xml

and load that file then it should work.

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elegaro
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Re: [Character] Xenomorph

Post by elegaro » Mon Sep 29, 2014 2:13 am

It would be nice a Donnie Darko Character, is already a rabbit

Image

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Constance
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Re: [Character] Xenomorph

Post by Constance » Mon Sep 29, 2014 4:50 pm

elegaro wrote:It would be nice a Donnie Darko Character, is already a rabbit
I support this idea.

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samjb1992
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Re: [Character] Xenomorph

Post by samjb1992 » Wed Oct 01, 2014 7:24 am

Akazi,

when I finish the tail attack animation and files + have it working in game do you want me to

1. message it to you privately so you can give feed back and approval
2. post it as a comment here and let everyone try it and give feed back?
or
3. should i make it a separate post and link it here in a separate post?

just want to know what you would prefer because I don't want to post content for the char here without your approval.

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akazi
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Re: [Character] Xenomorph

Post by akazi » Wed Oct 01, 2014 1:21 pm

Number two sounds good. :D

hackmaster521
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Re: [Character] Xenomorph

Post by hackmaster521 » Tue Oct 07, 2014 12:03 pm

Excellent work, I'll probably use this.


On a side note, is it possible to do character imports if you use 3DS max? I want to try importing some character models sometime.

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samjb1992
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Re: [Character] Xenomorph

Post by samjb1992 » Tue Oct 07, 2014 8:26 pm

hackmaster521,

you can model the character in what ever software you want but rigging and animations must be done in blender because that is the only software david wrote drivers for to export the skeleton and animations files in the proper file type.

on a side note the drivers only seem to work with blender 2.55 beta that i have found and i believe others found the same thing but i could be wrong about the version limit. if someone found away to make it work with a new version of blender please let me know i would love to know the process.

so in short you can make the 3D model in any 3D-modeling software but to get the the character playable in overgrowth and not just a static object you have to import the model into blender.

you also have to use one blender files from the data folder that has a skeleton all ready made in it and rig your character from there. because if i am not mistaken other modders my self included have had either no luck or very poor results when making and using custom skeletons in overgrowth.

hope this helped answer your question and i think there is a character guid being made in this part of the forum explaining more about character creation for overgrowth modders. if you want i will try to find the post and link it here for you.

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akazi
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Re: [Character] Xenomorph

Post by akazi » Sat Jan 24, 2015 9:35 pm

Updated! Check the OP

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akazi
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Re: [Character] Xenomorph

Post by akazi » Sat Jan 31, 2015 8:44 pm

Added a convex hull

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rodeje25
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Re: [Character] Xenomorph

Post by rodeje25 » Sun Feb 01, 2015 1:45 am

akazi wrote:Added a convex hull
a convex hull for a character? or is that for th raggdol

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akazi
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Re: [Character] Xenomorph

Post by akazi » Sun Feb 01, 2015 10:42 am

rodeje25 wrote:
akazi wrote:Added a convex hull
a convex hull for a character? or is that for th raggdol
The convex hull is used for blood collision, weapon collision, and rolling detection.

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Anton
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Re: [Character] Xenomorph

Post by Anton » Tue Jun 16, 2015 11:54 pm

Any thoughts on how to get the sounds to happen when you are playing these characters? (I'm grouping all three Alien related characters...)

Also, all three are in SUM.

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TwiRaptor
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Re: [Character] Xenomorph

Post by TwiRaptor » Wed Apr 05, 2017 12:28 pm

This mod does not seem to work anymore, no mods seem to work anymore, I have SUM Launcher and everything and have downloaded mods BUT nothing works!!!

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Anton
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Re: [Character] Xenomorph

Post by Anton » Wed Apr 05, 2017 12:41 pm

TwiRaptor wrote:This mod does not seem to work anymore, no mods seem to work anymore, I have SUM Launcher and everything and have downloaded mods BUT nothing works!!!
Due to a change in the UI system from Wolfire, none of the menus work like they used to. All of your maps and items are available still using the manual load system. In the data structure, you can find most items at Data/Custom/<modder_name>/<mod_name>/

We're hoping that once Beta 3 is released, we will be able to incorporate the SUMLauncher files back into the menu system.

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TwiRaptor
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Re: [Character] Xenomorph

Post by TwiRaptor » Fri May 12, 2017 4:01 pm

Anton wrote:
TwiRaptor wrote:This mod does not seem to work anymore, no mods seem to work anymore, I have SUM Launcher and everything and have downloaded mods BUT nothing works!!!
Due to a change in the UI system from Wolfire, none of the menus work like they used to. All of your maps and items are available still using the manual load system. In the data structure, you can find most items at Data/Custom/<modder_name>/<mod_name>/

We're hoping that once Beta 3 is released, we will be able to incorporate the SUMLauncher files back into the menu system.

With the new update and the Steam Workshop can we expect to find this mod there one day?

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