Oh yeah, not to give away too much, but the intended idea is to add a hunter as an upgrade to the trapper, but it will work more similarly to a footman, using a simple spear as a weapon while “fighting” (hunting) large game like Moose (obviously) bears, boars, etc. I felt this mechanic would capture the spirit of early hunting better than a straight trapper upgrade would.
Once you are able to gather particular materials from nature (moose antlers, etc) you’ll be able to construct a shillelagh, which allows you to create a druid class which (assuming I learn enough) will allow the taming of 1 large animal per druid to act as a battle companion to your druid.
Ambitious, definitely, which is why I’m starting with just adding creatures.
Well, for the tutorial: I’m just waiting for something before continuing with the next part (you exaggerate, it’s not that popular, but that’s fine ).
But I didn’t come here just to say that.
It’s true that I don’t have a lot of time to spend. It mostly depends on how much more there’s to do for the moose to appear, I can’t really check out your mod at this time so I can’t tell myself, but tomorrow I could take a look-see.
I lied (kind of); I took a look at your log file @Doc, and found this at the very bottom:
Ah, yeah, damn I specifically remember that from @voxel_pirate’s tutorials. Dang, not sure if I have to redo the animations and such altogether as I worked with the model that had compression when I did it in blender.
I’m working on a druid mod for days now and the pet companion was on my mind already
I thought about a hunter too but two difficulties are there which i can’t solve by now.
First there is no ranged combat, so the hunt would walk to the wolf bear tiger moose and stab the horrible creature …like a footman
Second i don’t now if there are game mechanics to spawn random wild creatures for hunting
But your project will be one of my favourites to watch because the game needs a hunter
it works, sorta, clearly I need to clean up the skeleton and animations (I only had two pre-made animations as placeholders, they seem to be partially in the ground, and are using… maybe a worker’s ‘look around’ animation?
You don’t have to. When you’re in Blender you use an .obj file, so it’s not affected.
So yeah, probably the root is misplaced.
I usually animate without the armature, but I think that if I don’t create a root helper bone, it fails to export correctly the skeleton/meta/animations.
Glances at @voxel_pirate >_>
What about animating objects like a forge? Why would I want to add at least one helper bone to them if it’s just for standing still but with a rotated matrix? Is it due to the meta files system?