Improve existing boar texture to make it less cartoony.

Add blendfile for the boar so that it can be reexported more easily in
the future.
Reduce the boar's max range so it attacks its enemies closer.
Add a feeding animation variant.

This was SVN commit r21947.
This commit is contained in:
Stan 2018-12-26 09:04:28 +00:00
parent 18b470a5ea
commit 0044c5c2e8
17 changed files with 178 additions and 115 deletions

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@ -2,21 +2,26 @@
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Mesh">
<variant frequency="100" name="Boar">
<animations>
<animation file="quadraped/boar_idle_01.dae" name="Idle" speed="15"/>
<animation file="quadraped/boar_idle_02.dae" name="Idle" speed="60"/>
<animation file="quadraped/boar_attack.dae" name="attack_melee" speed="120"/>
<animation file="quadraped/boar_walk.dae" name="Walk" speed="25"/>
<animation file="quadraped/boar_run.dae" name="Run" speed="8"/>
<animation file="quadraped/boar_death.dae" name="Death" speed="75"/>
<animation file="quadraped/animal_boar_idle_02.dae" name="Idle" speed="10"/>
<animation file="quadraped/animal_boar_attack_01.dae" name="attack_melee" speed="120"/>
<animation file="quadraped/animal_boar_walk_01.dae" name="Walk" speed="10"/>
<animation file="quadraped/animal_boar_run_01.dae" name="Run" speed="8"/>
<animation file="quadraped/animal_boar_death_01.dae" name="Death" speed="50"/>
</animations>
<mesh>skeletal/boar.dae</mesh>
<mesh>skeletal/animal_boar.dae</mesh>
<textures>
<texture file="skeletal/animal_boar_01.png" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="texture">
<textures><texture file="skeletal/animal_boar.dds" name="baseTex"/></textures>
<variant frequency="100" name="normal"/>
<variant frequency="0" name="feeding">
<animations>
<animation file="quadraped/animal_boar_idle_01.dae" name="Idle" speed="10"/>
</animations>
</variant>
</group>
<group>
@ -27,4 +32,5 @@
</props>
</variant>
</group>
<material>basic_trans.xml</material>
</actor>

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<?xml version='1.0' encoding='utf-8'?>
<skeletons>
<standard_skeleton title="Boar" id="Boar">
<bone name="BoarArmature">
<bone name="Body">
<bone name="Body2">
<bone name="Rear">
<bone name="Tail" />
<bone name="Hip_Left">
<bone name="Back_Leg_Left">
<bone name="Shin_Left">
<bone name="Back_Foot_Left" />
</bone>
</bone>
</bone>
<bone name="Hip_Right">
<bone name="Back_Leg_Right">
<bone name="Shin_Right">
<bone name="Back_Foot_Right" />
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Neck">
<bone name="Head">
<bone name="Ear_Left" />
<bone name="Ear_Right" />
</bone>
</bone>
<bone name="Shoulder_Left">
<bone name="Front_Leg_Left">
<bone name="Forearm_Left">
<bone name="Front_Foot_Left" />
</bone>
</bone>
</bone>
<bone name="Shoulder_Right">
<bone name="Front_Leg_Right">
<bone name="Forearm_Right">
<bone name="Front_Foot_Right" />
</bone>
</bone>
</bone>
</bone>
</standard_skeleton>
<skeleton title="Boar" target="Boar">
<identifier><root>BoarArmature_</root></identifier>
<bone name="BoarArmature"><target>BoarArmature</target>
<bone name="Body"><target>Body</target>
<bone name="Body2"><target>Body2</target>
<bone name="Rear"><target>Rear</target>
<bone name="Tail"><target>Tail</target></bone>
<bone name="Hip_Left"><target>Hip_Left</target>
<bone name="Back_Leg_Left"><target>Back_Leg_Left</target>
<bone name="Shin_Left"><target>Shin_Left</target>
<bone name="Back_Foot_Left"><target>Back_Foot_Left</target></bone>
</bone>
</bone>
</bone>
<bone name="Hip_Right"><target>Hip_Right</target>
<bone name="Back_Leg_Right"><target>Back_Leg_Right</target>
<bone name="Shin_Right"><target>Shin_Right</target>
<bone name="Back_Foot_Right"><target>Back_Foot_Right</target></bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Neck"><target>Neck</target>
<bone name="Head"><target>Head</target>
<bone name="Ear_Left"><target>Ear_Left</target></bone>
<bone name="Ear_Right"><target>Ear_Right</target></bone>
</bone>
</bone>
<bone name="Shoulder_Left"><target>Shoulder_Left</target>
<bone name="Front_Leg_Left"><target>Front_Leg_Left</target>
<bone name="Forearm_Left"><target>Forearm_Left</target>
<bone name="Front_Foot_Left"><target>Front_Foot_Left</target></bone>
</bone>
</bone>
</bone>
<bone name="Shoulder_Right"><target>Shoulder_Right</target>
<bone name="Front_Leg_Right"><target>Front_Leg_Right</target>
<bone name="Forearm_Right"><target>Forearm_Right</target>
<bone name="Front_Foot_Right"><target>Front_Foot_Right</target></bone>
</bone>
</bone>
</bone>
</bone>
</skeleton>
<standard_skeleton id="Boar_Armature" title="Boar Armature">
<bone name="Boar_Base">
<bone name="Body">
<bone name="Rear">
<bone name="Tail" />
<bone name="Hip_Left">
<bone name="Back_Leg_Left">
<bone name="Shin_Left">
<bone name="Back_Foot_Left" />
</bone>
</bone>
</bone>
<bone name="Hip_Right">
<bone name="Back_Leg_Right">
<bone name="Shin_Right">
<bone name="Back_Foot_Right" />
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Neck">
<bone name="Head">
<bone name="Ear_Left" />
<bone name="Ear_Right" />
<bone name="Jaw" />
</bone>
</bone>
<bone name="Shoulder_Left">
<bone name="Front_Leg_Left">
<bone name="Forearm_Left">
<bone name="Front_Foot_Left" />
</bone>
</bone>
</bone>
<bone name="Shoulder_Right">
<bone name="Front_Leg_Right">
<bone name="Forearm_Right">
<bone name="Front_Foot_Right" />
</bone>
</bone>
</bone>
</bone>
</standard_skeleton>
<skeleton target="Boar_Armature" title="Boar Armature">
<identifier>
<root>Boar_Base</root>
</identifier>
<bone name="Boar_Base">
<target>Boar_Base</target>
<bone name="Body">
<target>Body</target>
<bone name="Rear">
<target>Rear</target>
<bone name="Tail">
<target>Tail</target>
</bone>
<bone name="Hip_Left">
<target>Hip_Left</target>
<bone name="Back_Leg_Left">
<target>Back_Leg_Left</target>
<bone name="Shin_Left">
<target>Shin_Left</target>
<bone name="Back_Foot_Left">
<target>Back_Foot_Left</target>
</bone>
</bone>
</bone>
</bone>
<bone name="Hip_Right">
<target>Hip_Right</target>
<bone name="Back_Leg_Right">
<target>Back_Leg_Right</target>
<bone name="Shin_Right">
<target>Shin_Right</target>
<bone name="Back_Foot_Right">
<target>Back_Foot_Right</target>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Neck">
<target>Neck</target>
<bone name="Head">
<target>Head</target>
<bone name="Ear_Left">
<target>Ear_Left</target>
</bone>
<bone name="Ear_Right">
<target>Ear_Right</target>
</bone>
<bone name="Jaw">
<target>Jaw</target>
</bone>
</bone>
</bone>
<bone name="Shoulder_Left">
<target>Shoulder_Left</target>
<bone name="Front_Leg_Left">
<target>Front_Leg_Left</target>
<bone name="Forearm_Left">
<target>Forearm_Left</target>
<bone name="Front_Foot_Left">
<target>Front_Foot_Left</target>
</bone>
</bone>
</bone>
</bone>
<bone name="Shoulder_Right">
<target>Shoulder_Right</target>
<bone name="Front_Leg_Right">
<target>Front_Leg_Right</target>
<bone name="Forearm_Right">
<target>Forearm_Right</target>
<bone name="Front_Foot_Right">
<target>Front_Foot_Right</target>
</bone>
</bone>
</bone>
</bone>
</bone>
</skeleton>
</skeletons>

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<Hack>12.0</Hack>
<Pierce>0.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>4.0</MaxRange>
<MaxRange>1.0</MaxRange>
<RepeatTime>1000</RepeatTime>
</Melee>
</Attack>