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 Long Neck'd Alien - attaching big crab legs 
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Joined: Mon Apr 06, 2009 9:41 am
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Location: New York
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Post Long Neck'd Alien - attaching big crab legs
I know I've made a lot of threads here in the Mod Making forum and yet still haven't actually produced any mods - I just haven't been satisfied with any of the stuff I've made so far enough to post it. I've got a good feeling about this one though.

I wanna make a long, dangly-necked (animated) alien with big crabby feet. I know how to do the dangly neck part - I'm excited for that - but when I tried copy pasting BigCrab walkpath stuff into the clone template ini I was using, I ran into some trouble. Not quite sure how to replace human legs with crab legs, though I was almost positive I got all of the important meat out. Might have missed something/misplaced something. Should I just start with the crab and add arms, or could someone instruct me on the proper way of crabifying a clone?


Also, here are the sprites worthy of posting that I have so far:

Head:
Image

Jaw (I know there are no rotating joints, I'm going to do multiple sprites to make it move):
Image

Bod (Will have arms up high to give slight strategic advantage. Will be making some other sprites of this soon so it can be animated to bend around and stuff, though making the part where the arms are not move might be awkward):
Image


And yeah, I was hoping to attach the crabby legs under another body part which will be attached to the underside of the Playbody, but I can't sprite that until I know how the crabby legs will look.


Thanks!


Attachments:
Parts.zip [3.31 KiB]
Downloaded 132 times
File comment: Thought I'd post this up as well if you felt like having a good laugh at my coding attempt.
Blue.ini.zip [2.53 KiB]
Downloaded 129 times
Mon Jun 01, 2009 12:15 pm
Profile YIM
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Post Re: Long Neck'd Alien - attaching big crab legs
Is it even possible to give a crab arms?


Mon Jun 01, 2009 11:50 pm
Profile YIM
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Joined: Sat Jan 24, 2009 12:16 am
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Post Re: Long Neck'd Alien - attaching big crab legs
answer: most of the time:no
transplants: make it possible (see crab to clone transplant and vice versa)


Tue Jun 02, 2009 12:19 am
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Post Re: Long Neck'd Alien - attaching big crab legs
Spartan M43 wrote:
answer: most of the time:no
transplants: make it possible (see crab to clone transplant and vice versa)


Right, those were pretty neat, but not what I'm after =/

So I can't have a crab body with a torso and two arms sticking out of it?

How about just a crab that can hold any gun? Must it have a turret?


Tue Jun 02, 2009 12:59 am
Profile YIM
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Long Neck'd Alien - attaching big crab legs
Are you making a kind of Centaur actor? The only way we can have four legs and working, realistic weapon-holding arm is to graft two actors (one ACrab and one AHuman) with Lua. Make the AHuman with no legs, and set so that both actors die if one of them dies.


Tue Jun 02, 2009 3:18 am
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Post Re: Long Neck'd Alien - attaching big crab legs
carriontrooper wrote:
Are you making a kind of Centaur actor? The only way we can have four legs and working, realistic weapon-holding arm is to graft two actors (one ACrab and one AHuman) with Lua. Make the AHuman with no legs, and set so that both actors die if one of them dies.


How is that not a solution? It sounds great!


Tue Jun 02, 2009 4:34 am
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Post Re: Long Neck'd Alien - attaching big crab legs
Aaaah, I think I'll work on something less ambitious.

Thanks though!


Tue Jun 02, 2009 7:33 am
Profile YIM
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Joined: Wed Apr 29, 2009 12:24 am
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Post Re: Long Neck'd Alien - attaching big crab legs
This is a very interesting mod, I like it!


Thu Jun 04, 2009 3:21 pm
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