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Thread: GigaMan

  1. #1
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    GigaMan

    GigaMan

    I am making "GigaMan" aka Megaman X/Legends mod.

    At the moment I want to make alittle stage of Gigaman in a Megaman Legends atmosphere. With props, monsters, and maybe a quest.

    The only issues right now is if the game would allow jumping. If not thats fine, but would open alot to platforming. And the next issue is learning how to shoot the buster/gun. The last issue, is if the game would accept all this?

    First image of gigaman with no actual textures. It is a highly modified version of the Alchemist.


    I am using 3Ds Max 2009.
    Some questions:
    1. Why is there a helmet and shoulder pads at the feet for 3d models?
    I am using the TorchED-Tutorials-Assets-1.1\Tutorials\Animations and Wardrobe\Alchemist\Alchemist_Mod Rig.max .
    2. Everything needs to be attached as one piece correct?
    3. Does the game accept added animations?

    Thank You!

  2. #2
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    Re: GigaMan

    I don't have any answers to your questions, but I wanted to say that the model looks cool and I hope you finish it. I'm a big Megaman/MegamanX fan.

  3. #3
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    Re: GigaMan

    If you're going to use of the wardrobe system, you'll want to make new meshes for each armor set.
    The blaster can be fired through the use of a new skill your character starts with.
    Jumping isn't gonna happen, you could use secret triggers and such to open paths, but no jumping.
    Helmet and shoulder pads are probably for the shoulder drop and helmet drop meshes the game uses.
    For the base model everything is one piece, for extra wardrobes, each piece (gloves, helmet, chest, boots, shoulders) is seperate using a specific name.
    Yes you can use animations, you'll need to use TorchED's animation editor to connect them to the mesh though.

    Edit: It'll look weird when you try to equip a weapon in your left hand.
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

  4. #4
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    Re: GigaMan

    Jump is basically Ember Phase without the particles and going invisible. Which is basically a skill with a warmup animation, an animation for being in the air(for ember phase its not being visible), and a landing animation.

    Req. Pathable
    Ignores Unit
    Ignore Obstructions

    Basically allows the skill to pass through something like a gap.

  5. #5
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    Re: GigaMan

    Hello!
    Thank you for the responses. It really helps me understand more about whats going on with the model and the abilities I can have with the editor.



    I added the arms of Megaman onto the model. It isn't organic as a human but as a part of a robot. I added the hand on the right side so that it can be switched to buster when he is shooting and or to play in the regular game with weapons.

    I really want to do the other armors but right now I am focusing on just doing a small portion of a room and maybe a quest or two.

    If you guys see any problems with the model for animation let me know. I am going to start doing textures for him since he looks ready to go.

    Let me know if someone could figure a way to have a character jump with Omnifas post. If it isn't possible, it isn't possible. :P

  6. #6
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    Re: GigaMan

    Right, completely forgot that ember phase even existed. Here's a 'rough' draft of the skill (it may not actually work)

    Eventhit: plays the landing particle (dust cloud?)
    Eventstart: plays the jumping particle (cool movement lines or something)
    Code:
    [SKILL]
    NAME:Jump
    DISPLAYNAME:Jump
    DESCRIPTION:Jump to a target location
    TARGET_TYPE:TARGET_POS
    ANIMATION:special_jump
    RANGE:7
    RANGEMIN:1
    SINGLETARGET:true
    CAN_BE_SILENCED:false
    ALLOWS_TURNING:false
    UNIQUE_GUID:3623375528910721503
    [LEVEL1]
    TARGET_TYPE:TARGET_POS
    RANGE:7
    RANGEMIN:1
    [EVENT_START]
    FILE:media/skills/jumpstart.layout
    ATTACHES:true
    NOSTEALEFFECTS:false
    ATTACHOWNER:true
    [/EVENT_START]
    [EVENT_TRIGGER]
    FILE:media/skills/jump/jumpland.layout
    NOSTEALEFFECTS:false
    [/EVENT_TRIGGER]
    [/LEVEL1]
    [/SKILL]
    For the animation, it has to be one piece as there is no way for a skill to 'loop until end', you can only loop until you let go of the mouse button.
    In the .animation file for the mesh (use TorchED's animation editor) you should have
    • a "damp velocity" marker at the start
    • a "undamp velocity" marker as soon as the animation enters the air
    • an "untargetable " marker at the same time
    • another "damp velocity" marker when you land
    • a "hit" marker when you land so you can play use a layout at that point
    • and a "targetable " marker at the same time

    All these do are keep your character from moving before he goes into the air, as well as keep you from being hurt in the air. (for the most part)


    NOTE: When the wiki guides are finished you can check there.

    Edit: Just out of curiosity, what's the models tri and poly counts
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

  7. #7
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    Re: GigaMan

    Quote Originally Posted by Jarcho View Post

    Edit: Just out of curiosity, what's the models tri and poly counts
    Poly: 654
    Tris: 960
    Verts: 536

  8. #8
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    Re: GigaMan

    Can I bump?

    Okay I am remapping him to fit in the UVW space required.

    What do you guys think? Should I edit the eyes more like the anime style? And should the character be blue as Megaman?




    Thank you!

  9. #9
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    Re: GigaMan

    Quote Originally Posted by r3ppr490n View Post
    Can I bump?

    Okay I am remapping him to fit in the UVW space required.

    What do you guys think? Should I edit the eyes more like the anime style? And should the character be blue as Megaman?

    Thank you!
    Hi r3ppr490n. I think it's fantastic! Not just the model but the whole idea of coming up with a totally new character complete with unique mesh/model and skill-set!

    IMO you should make him look just like Megaman 'cos that's who it is !

    Can I also say your's is one of the most ambitious, freshest and important mod attempts I've seen, because of the reasons I stated at the start of my reply. I so appreciate the hard work you're putting into it and I hope you will keep at it until it's done!

  10. #10
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    Re: GigaMan

    I think you might just want to change the eyes, but, over all, its really good. I'm actually not a mega man fan, but I think this the first mod I've seen with a changed shape made from other characters.

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