#HORSEY TIME ZEEHAW
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Idk if these are uptodate anymore
This one is actually the only one that seemed to be fully shadowed
There's a PSD in the zip with overlays for shadows
Yeah some of the ones in there are the ones used:
If the texture map doesn't look like this anymore then it was probably changed
But they don't work for some reason (I haven't looked very deep into it yet)
They show on the horse, but the mapping is off
All good then
Probably better to be done by someone who knows more about texturing ๐ - I just kind of winged it
Yeah this looks different than what I have actually, probably why it doesn't work
I'll try with that new one
Oh if this is the new shape then yeah -- what I sent is probably useless lol
Or rather - unshaded
Yeah that one looks good!
Does appear to have gone through some slight changes lol
atleast around the backleg/thigh area
Hmm maybe it renders a bit differently, I took that from the zip you sent just now
I think the model was probably tweaked since I made the texture
The snout looks shorter for sure
Wow really love this one ๐ you should do more?
Thank you, I think it's getting there, just need some more veins, and some more shadow work ๐
holy crap I love it!
Do we have a plan for sounds btw?
Yeah I believe @silver holly got some sound files if im not mistaken?
Yeah! I uploaded all of them to Trello ๐
There's sound bites for walking/trotting on dirt, stone / whinny, neighs, eating sounds, etc
Not all need to be used for sure
Really love this! It looks great.
I would honestly be very sad if my textures ended up being unused, however.
I assumed Chuck's dark shaded/muscle texture would end up getting slapped over these eventually.
If it really comes down to it we could community vote? I don't wanna be a sourpuss about it
I'm so excited for this, amazing job!
Oh hell yeah! I'll play around with getting those in today
We should be able to get them in for sure! I think they just need to be slightly re-done with the new UV mapping, unless you already have updated versions
Ugh... Seems the attachment system is not as solid as I hoped it was. As soon as the horse is not visible on the screen it stops rendering the attached stuff. It's still there, just not rendered :/
So since it still stays in inventory it can be re-attached easily by checking the inventory of an animal that returns true for isOnScreen() and then just re-attach the items found in inventory.
Just need to come up with a good and performance friendly method to find the visible animals.
If only AnimalInstanceManager was accessible in Lua...
Actually wait, it seems the inventory gets purged on exit
Hmm
Maybe just have the horse drop everything on exit, and then re-attach on load by saving location in mod data?
Would y'all mind if I post this as a little teaser on the subreddit?
I think that'd be great!
Should recreate the scene where Rick finds the horse and rides it into the city
On MrAtomicDuck Discord
Haha damn there's some real lurkers around ๐ That comment has 31 views total
Hmm, the cow has "milk" attachment slots, I wonder if calfs attach to it when drinking, and if so, that might mean we can attach animals to other animals
Will explore that some more later
This looks so fucking wrong, but I guess that's how they do it
I think we need a longer neck ๐
But I'll see if I can make it work somehow
This should work okay for now, I can go back and adjust later, but if we can extend the neck just a bit that would be great
lmao
We might want a longer neck yea idk
in my spare time i'm working on a trailer for the mod, for fun, as soon as something is ready i'll send it
Full grass eating animation, needs some polish but I'll leave that for later
That's good !
I think that's a good workaround on the neck lmao
still slightly goofy but oh well ๐ at
Hmm, the horses still vary a lot in size even though I set minSize and maxSize to the same ๐ค
Maybe they can't be exactly the same
Age matters ?
Hmm, good idea, I'll look into that
I didn't know there was a new new map! I'll wait until the neck gets finished, I'm assuming that it'll have a new map. Then I'll get right on it ๐ค
Oh wait you fixed the neck already lol - Do I need the new model file?
Goofy time
Oh no I just worked around it, but we should definitely make the neck a bit longer!
Who made the current model? And we'll probably need help from @agile shoal to make the rig match once the model has been changed
Paddle also made the model but he's been busy! We could probably get permission though if someone else is able to?
I mean the model is part of the project, you can just go and edit, I don't think you specifically need Paddle's permission since he's working with the team ๐
I just wonder how it'll go with the editing of bones as you'd basically need to reanimate ? @brisk iris
Shit I didn't think about that
a
goofy ass horse
Yeah lemme know if you need any rig help!
Ill try to make some time
And yeah no holy permission is needed from me (although I like the power)
Update on this: Seems that genomes defined in the horse_definitions multiply the value of the defined genomes with a randomized value
AnimalDefinitions.genome["horse"] = {
genes = {
["maxSize"] = "maxSize",
["meatRatio"] = "meatRatio",
["maxWeight"] = "maxWeight",
["lifeExpectancy"] = "lifeExpectancy",
["resistance"] = "resistance",
["strength"] = "strength",
["hungerResistance"] = "hungerResistance",
["thirstResistance"] = "thirstResistance",
["aggressiveness"] = "aggressiveness",
["ageToGrow"] = "ageToGrow",
["fertility"] = "fertility",
["stress"] = "stress",
["speed"] = "speed",
["stamina"] = "stamina",
["carryWeight"] = "carryWeight"
}
}
So that's why even having the same max and min range for the size on the horse breed definition itself was causing it to vary in size
Removing it makes them all the same, but we can use it for sure, now that I know how it works I can make the heights not vary so greatly
I just wanna remain respectful of everybody's effort and work and not steam roll each other ๐ฅบ
Fair
Hmm... Does other animals eat grass in the wild? ๐ค I've never really played with animals, so I think I need to do some research on how they work before I assume the horse is broken lol
It won't eat grass in the wild unless I push it onto a grass square, or scare it to run onto grass, but it will try to pathfind to grass and get stuck because it just stands adjacent to it, which seems to be vanilla behaviour, but that would mean all animals would starve in the wild or get stuck in eat states that never finish
Gotta do some digging
I wanna say I've seen grazing??
Yeah they eat just fine, and strangely enough the horse is now also eating fine
Oooooh wait, I think they might get stuck because the try to sit but I don't have a sit animation
It did the same thing when I didn't have an eat animation, just froze
Yeah they're tearing up the lawn just fine, so that's good
Something super fucky just happened. I was fast forwarding to check some wandering stuff and all of a sudden they all stopped rendering. Like 3 horses on the screen all went invis. They were still there, I could interact and ride them (tracked one by checking where the grass was getting eaten lol), but it was like it was stuck when riding. After this I got off and yelled, which scared it off I think because I couldn't find it in that same spot
Spawning in a new horse rendered just fine
Have not seen this happen so far. I wonder if it's related to aging? Like the 3 I spawned at the same time all aged at the same time and something got messed up?
Yeah missing animset folders was the culprit for all stuck states
Ohhhhh that makes sense
Yeah sitting and laying down might be necessary o: I forget did you do a dying anim?
Someone made a death one, not sure who, but I'll need to do sitting yeah
Were you able to check out the sounds on Trello? C:
Oh right! No not yet
Me omw to get the horse death noise
No rush! I'm just excited lol
I made a death anim a while back but im not sure it still works
๐ญ noooo not again I thought you were gonna stop
Im sorry but we need more glue ๐
Stop eating it all 
...thats a fucked way you could make glue a renewable resource in the game, huh ๐
I was never a glue eater, i was the kid that would put glue on his hands to make glue gloves
Yummy
We are singlehandledly going to tank the marshmallow economy with this mod
In all seriousness though, I do remember there being one or two sounds I labeled either 'death' or 'distressed' that may work
I feel like we could also have someone go absolutely mental into the mic and maybe that could work
lol
You have quite the acting chops ๐ด
Just horsing around ๐
My vote is for this tbh
Update on this: I was correct, it happens because I removed maxSize from the genomes but it's trying to use it when aging
Ah, I just needed to add ageToGrow for the adult horses as well. They basically grow every 24 hours until they reach max age and die, so even with no next growth stage they need an ageToGrow or they stop rendering lol
I feel like I should probably write all this down so we can make/update the animal modding section on wiki
Decided to just gut the walk animation and make a new one. it was like the first one I made so it wasn't great, but this new one feels/looks better imo. Just need to tweak the translation data a bit
Does look better yea !
This looks so much better and more natural.
Added animations for the player as well so it matches the movement of the horse. They line up and sync properly every time thanks to <m_SyncTrackingEnabled>false</m_SyncTrackingEnabled> which resets the animation position each time it stops
Yoooo holy shit
It's really starting to take shape and come together ๐
I haven't tried any actual items that are adapted for the horse yet, but I'm gonna try the saddle now
Wait so what did you use before to attach items exactly ?
I just added new attachment slots in the model script and made it target the Bip01 bone. So I need to just find the right bone to target and it should all work well
Only thing is we have to run an onTick/player update that checks all squares in a radius for horses, and when it finds them it first checks if the horse has an item in its inventory, and if it does, then it checks if isOnScreen() returns true for the horse, and if so, it will re-apply the attachment.
For some reason they made it so attached items on animals completely stops rendering as soon as they are no longer on screen. Not even leaving chunk/cell, literally just based on what is visible on the screen
I've tested this already and it works well, even with a large radius that covers the visible squares on screen while fully zoomed out and a bunch of animals there was no lag. But just in case, I'll implement some caching and find a good interval for the square check and separate it from the horse inv check
The other problem with persistent clothing/items is that they get purged from horse inv when exiting the game. So need to run a check on exit that drops any attached items on horses, saves the location of horse and items to modData and then uses that on load to re-attach to the horse
Yeah works real well! Attached it to DEF_Spine2 and it follows nicely
Just need to adjust the animation or saddle so the stirrups line up with the feet
Gonna make some turn animations and then play with the sounds
isOnScreen
I do not know about this function but this could have interested me
Is that an IsoAnimal method ?
This looks so good god damn
No it's an IsoObject method, which is super interesting actually. I haven't used it before
Tho I guess the feet need to be on the saddle things (idk the english word)
Oh wow, does it check if it's in the screen range or if it's visible, like loaded in ?
Yeah I need to adjust either the animation or the saddle, I'm leaning towards adjusting the saddle because all the animations use the same foot placements
Hmm it didn't look like it tho ? The feet moved between speed stances ?
Only if it's actually visible on screen
Galop's feet go higher no ?
Hmm, I'll double check
Yeah gallop goes a tiny bit higher on Z axis, but on Y axis they should all line up the same, so if I move the stirrups back on Y on the saddle model it should line up well enough
This looks amazing anyway
The galop animation I think the arms should be more straight front
I'd say no ?
I remember having to put my arms in front of me during galop, holding like the horse neck hairs
Not ultra straight like a stick
But a bit more than the current animation
Ah yeah I get what you mean
Giggling and kicking my feet omg
This is amazing ๐
I wonder if someone could get a bit/Bridle and reigns modeled o:
Testing walk and turn right, feels pretty good!
I can ask Niko, he's great at 3d modelling
Holy smokes this is looking really good now
Wow that looks amazing o:
OH SHIT
The turning animation looks so smooth !
Oh I'm so curious of seeing the turning animations in galop 
Working on that now ๐
I need to implement the idle turns as well so this doesn't happen lmao
Spin the horse
Do you know how you'll do that ?
Yeah gonna do it similarly to how I did the walk one, just getting the player turn state and transfer that to the horse basically
I mean in term of animation
The horse can stop in the middle ?
Yeah I can allow it to transition out early and blend with the idle/walk/run etc
๐
Niko said he can do it after finishing some work, not sure about the exact timeline for that but I'll keep you posted
No rush at all!
I'll talk to Nik as well and see if he wants to make some horse stuff. He helped me with my bicycle and is great at modeling too
Pretty much yeah! Just some missing animations and need to double check some behaviour stuff, as well as make sure the zone designation works
Yeah we should add one for sure
Do we make the missing saddle matter when riding ?
Did you push your changes in your fork ? I can look at the craft
We could! I already have an onplayerupdate running while on the horse, so we could just add some checks to that to see if they have saddle missing then maybe they get extra muscle strain/sore butt
Guys I just want to say, this was a beautiful thing to see the community come together on.
I can do it in a couple of minutes, let me just clean up some prints and add some comments
I think this is the first honest-to-god full PZMC mod lmao
Yea I think pain and muscle strain in the groin and legs is perfect lol
Was like relay running as everyone picked it up to keep it going.
Np you can keep all that in don't worry
These are debug stuff in the current dev so that's fine
I'll add look into adding a craft
What's the current UV map for the horse?
I might have someone who can do a few textures for it if they're interested.
I feel like we got a lot of textures already, and just none of them properly implemented and verified to have the same texturing style
Yeah I was checking the Git and I see there's an 'old' section
We have rabbit who's made some, Ray that made some and I think other people came to make other textures too
and then we have Chuck's shaded one.
I think first off a big clean up of the current state of textures we have
If you guys can figure it out, I've got someone who's done a lot of custom texture work for all of my current mods. She's done a lot of skin mods as well. I haven't been as involved so I don't want to storm in and make a bunch of executive decisions especially because I'm not sure which textures are 'current' on the github.
I know Alex is currently testing with Chuck's shaded one.
But if we need some quality texturing work I can probably rope her into becoming involved.
@coarse tinsel seemed interested to do some too
But like I said, first a clean up to see what we have
Brings a tear to my eye seeing so many people involved.
Okay pushing now
Btw, I was playing around with commanding the horse and it will walk to any coordinates I give it, with proper pathfinding, no matter how far.
So we could make a very tame horse walk back to "home" if abandoned/lost
Or actually I need to test some more to be sure, but it at least seemed like that's what was happening
Ugh I need to fix the merge conflicts, but you can just use my branch for now https://github.com/AlexVDefi/HorseMod/tree/RedChiliAnimations
gulp
We can't tho, bcs if the area is unloaded the horse can't walk
But we can do it in the range of the player loaded area
Yeah that's what I realized, I only tested while close to the horse and sent it far far away. I guess we could teleport it if we wanted a feature like that, but it's not important
It's no issue, didn't know there was already made textures for the horse
Haha yeah, I gotta fix that
Although, they are not vanilla, I think there can be made some improvements
Even that we can't do that
However havng something that stops the horse from walking around sounds like a good idea at the very least
Oh dang okay, I guess we'll scrap that then
Vanilla textures seem to be handpainted with some photoshop film grain filter on top
This can be done with the rope system that already exists, it will let me tie it to trees and some other stuff. I'm gonna add some additional sprites to the allowed list so you can tie it to a fence, lamp post etc.
And I have it lock in place while mounting so it doesn't wander off after you start the action
Also, why do the animals have B* * * and a C * * *
lol
Isn't there the saddle model defined here ?
Yeah it's in models_clothes, should probably rename it
scripts\models_clothes.txt
I was having some errors while testing so I moved it up from the HorseMod folder
I didn't see it
Tho my electricity just got cut due to thunder so I'm going to wait for the thunder to pass before going back on my PC ๐
Ok just saw it in the repo
Yea I'll check that out later
Ah okay good, was worried I messed up the push somehow
On my phone now so can't check, does any animal actually attack and hurt players/zombs/other animals?
You can set a cow to attack the player but it just pathfinds to it and nothing more
I know when I kept a pet racoon it said it would attack other males when kept together
Oh yeah, there's an attacksOtherMales param in the animal def. I wonder if they actually do it though
Yeah I never got round to setting up my racoon fight club unfortunately
Drop everything and start that pronto
Ah I see why I couldn't see the scripts
I think I cloned the wrong repo
Ok finally made VSCode react to changing the current repo branch and I can see all of it
Spawned in a bunch of male animals and neither one wanted to fight
@brisk iris so you said that the saddle didn't work if it was in the scripts/clothing ?
definitely sounds like user error
I think it will, I did something else wrong
the location of a script file really doesn't do anything at all
Yea I'd be surprised too
Yeah it was me for sure
Best i got was the pigs and bulls eventually attacking the doors and walls
@brisk iris uh
I might be using the wrong one I don't get it
Yea no I'm using the right one
Which horse do you spawn usually ? I tried the 3 of them
Goofy ass horse
The floor horse
Also how do you dismount a horse ?
this has always been needed ๐
the game does not load animationsmeshes from mods properly
bruh
it loads them async but expects them to be already loaded when trying to load animations immediately afterwards
this doesn't affect vanilla models or mods enabled at the main menu because the vanilla models correctly wait to load before trying to load animations (and if a mod is enabled at launch this just happens to cover them too because of the way the code is written)
shift E
Broke the horse lol
Ah I think it's the zombies that broke it
Bcs animals run away from zombies iirc right ?
You know
I wonder if the turning instead
Should be like W makes the horse go in the direction it's aiming at
And left and right turn the direction the horse is looking
tank controls
This might make it better to aim where you're going on a keyboard
Yes tank controls sort of
Like here you can see this is an issue
Yea zombies break the horse confirmed
Also it's my first time seeing the new in-game lol
to be fair, the player can't walk at that angle either. tank controls might be a nice option, but it makes sense too that piloting the horse should work the same as piloting the player
Oh shit the new map is really cool, you can tweak a fuck ton of stuff
I think it should be piloted like a car actually
if implementing some momentum (so you can't turn on a dime), car controls would make a lot of sense
Lol I broke the map I think
could be an awesome mechanic if your horse gets spooked and takes over its own movement to get away from zombies, based on some training/handling/desensitization level
We might have no choice but to do that anyway bcs the horse bugs out
Tho it might be an animation state like "scared"
Or some shit like that that the horse switches to and we don't have the animations setup there yet
But yea that might be good
Fence horse
I think we also need different level saddles
Like a saddle if someone doesn't have the skills to craft they can use a blanket
A high level saddle needs blacksmithing some metal bits
@topaz meadow @muted ridge @coarse tinsel
That's okay! I know it's been a while. I'd love to work with you, but I'd also be very very happy to update or re-do my textures entirely since it's been a while. I've been very passionate about this project and I'm happy people wanted to help me get it done. ๐
As for chucks skin, he actually made an overlay that can go on all of the previously made textures!
I would, however, like to see how maybe different shading options look. chucks is terrific and I think add an entirely new dimension to the model, but it is extremely muscular
Plus I saw this pretty horse I wanna recreate ๐ค
It does look nice
He's got stripes on the backs of his legs ๐ฅบ
Zamn
Ah yeah I haven't tested them mounted yet, only checked that they ran away properly
I'll look into that next after finishing the turn stuff
Np, I think it's a special animation stance animals take
Also woah o: this looks way different than my textures did
That's the horse ray did I believe????? I could be wrong
Weird ass mouth
No no, that's just the vanilla cow texture
Regarding the movement, I did have it controlled like a car at one point while testing, but it felt better imo to have it move like the player.
But I can make it work either way with a setting
My bad! No wonder it looked so different lol
@silver holly Are furred saddles a thing ? Not as a sort of decoration ceremonial thing, but can this be a type of saddle commonly used ? Or are saddles mostly only tanned crude leather
Asking for the recipes because there are leathers in the game which are tanned furred
Still wip
Going to compare where the leathers are used to see what size of leather should be used in the recipe too, to have an idea
There's also probably more components to add to the recipe of course, it's still very WIP
all things converge back to where we began
The leathers that are available
I didn't list sheep and pig
Nor did I list deer either too
Updated list
So I didn't count the animal leathers that don't have big leathers, but that might changed, based on how these leathers are used in the base game in comparison with the size of a saddle
Also didn't list baby animal clothing because they are clearly too small
Nor did I list raccoon and rabbit leathers
we'll need to add horse leather for shoes
Ah yea, and for saddles I suppose 
The question is if we use animal specific leathers and not the general crude leather, do we make variants of the saddle texture
Tho for that it depends if furred saddles exist ...
i'm not sure if i mentioned this before but i did script horse meat, we'll need a model and icon for that
i even looked into the nutritional content ๐
Did you ?
Got a link to the script ? I can add it in Alex's fork
Since it's not in his
Going to have to merge a fuck ton of shit here lol
that's really not how git is supposed to work ๐ ๐ ๐
i'm not sure if i've pushed it anywhere but i'll add it in a branch and we'll merge them both in when they're ready
Sure tho since I'm working on crafts that might be good that I use your stuff here
we just need alex to fix his branch really
i think he forgot to pull/rebase before committing
everything in his branch otherwise seems reasonable to merge already, it doesn't really introduce any new bugs
Great job! Super excited for this mod! By the way, the horse has stamina system? Or can I run with it forever?
Currently it doesn't no
I think we should have a way to activate this as an easter egg
That'd be good actually yea, a setting
i would honestly love that but i have no clue if it's even feasible
Would involve making an animation which does that ๐
Uh that's new, overlayMapper
I've never seen this
me neither...
Yeah that would really be all it takes, I can do it and make it an Easter egg along with this one ๐
bruh
yes!
This horse animation made me remember of this guy
i think it adds an overlay sprite to the crafting station while crafting based on the item type

I'll check it out one day lol
?????????
Why isn't there a model for these lol what
TIS HELLO ???
mfw unstable pre-release i will back up my save version doesn't have full polish
How many items don't have ground models like that ?
Like the clothing has a model, why isn't the ground model made at the same time ?
But they have a ground model defined ....
item JacketLong_AngusHide
{
DisplayName = Cowhide Coat,
DisplayCategory = Clothing,
Type = Clothing,
Weight = 2,
Icon = JacketLong_HideCowAngus,
BiteDefense = 20,
BloodLocation = LongJacket,
BodyLocation = JacketSuit,
ClothingItem = JacketLong_AngusHide,
CombatSpeedModifier = 0.97,
FabricType = Leather,
Insulation = 0.65,
NeckProtectionModifier = 0.5,
RunSpeedModifier = 0.93,
ScratchDefense = 40,
WaterResistance = 0.45,
WindResistance = 0.35,
WorldStaticModel = JacketLong_Ground,
Tags = RipClothingLeather,
ResearchableRecipes = SewFurredHideCoat;SewFurredHideJacket;SewHideCoat;SewHideJacket;SewHideHoodie,
}
I wonder if we can make a tiny checkbox with no label in the mod options or something like that
LOL we can do that but i don't know if that's the best way
You know
How about an obscure keybind setup to trigger it
And so impratical people can't even use it in their save as an actual tech
konami code?
Which would keep it both balanced and actually an easter egg
What's that ?
up up down down left right left right b a
Actual GTA cheat code lol
Ooh yeah, I kept thinking it was up down up down
Tbf that'd be cool
for some reason it's in toontown so i remember it from that ๐
And we leave some clues for players to search for it
Oh hell yeah
How about
How about a poster
A custom poster that's just the horse in the helicopter animation, and some clues to finding the key combo 
Could be a movie poster you know
"The magnificent helicopter Horse, from X to Y (date) at your local cinema"
And you've got like the producer's name be the code name you guys used
Konami smthg
"Directed by John Konami"
The movie would look like one of these indian action movies lol
I'm so here for it
Ooh we could also make some stuff happen if you feed the horse specific items in a specific order
I guess lol
Wait
I just realized a way to type inputs I didn't knew about
You can specify the amount for specific items inside an input item table
item 1 [2:Base.CalfLeather_Angus_Fur_Tan;Base.CowLeather_Angus_Fur_Tan_Medium;2:Base.CalfLeather_Holstein_Fur_Tan;Base.CowLeather_Holstein_Fur_Tan_Medium;2:Base.CalfLeather_Simmental_Fur_Tan;Base.CowLeather_Simmental_Fur_Tan_Medium;Base.DeerLeather_Fur_Tan;Base.SheepLeather_Fur_Tan] mappers[HideMapper] flags[IsExclusive],
is that new? i don't have anything for that
I have no idea
But I've never seen that before ? Tho I didn't parse every single crafts when I was writing the craftRecipe wiki page
i did go through all the parsing code to write the schema for it and didn't see this
that's honestly really gross ๐ they really should've just used blocks for inputs
For the tables you mean ?
I feel like that would increase the size of recipes by a fuck ton so idk
i do kind of agree but the parsing and writing complexity gets so high this way
Yea I guess
inputs {
item 1 [1:Item;2:Item] tags[MyTag;OtherTag] mode:destroy mappers[MapperA;MapperB] flags[Flag1;Flag2],
}
```it gets a bit ridiculous ๐
Yup
i have a feeling this was a syntax that made way more sense before they added all of these features
and now it's too late to change it
Actually you can't have a tags and item table together ?
you can actually
Hell yeah! You could even just add it onto the cowboy boots that exist in game ๐ค
Alright time to fix that in the wiki page
the zedscript schema becomes even more complex 
I'm gonna be honest the source code of the inputs page on the wiki is getting absolutely HORRIBLE to read even for me ๐ญ

Sounds fun
jeez
Ok so I think we go with a large leather for the saddle
And maybe with 2 small ?
Maybe 3
For the strap under the horse and the two stirrup
That sounds good yeah
As for the required skills
Tailoring
Uuuh lvl 6 maybe
Or maybe less
Level 4 ? 5 ?
Like a furred hide jacket needs lvl 6
Auto learned at lvl 8
A coat is lvl 6 too
I feel it should be high, it's a hell of an item to make. 6 at least
Maybe 7 and auto learn at 9 even
Bcs if we don't have an in-between to raw butt on the horse or a saddle, it's going to be horrible to ride a horse
Could just use horse blankets as a low level saddle
That's why we need something where players can put a blanket on the horse
Yea exactly
Agreed yeah
That's with furred leather tho
There's also crude and tanned crude leathers
That probably should give a different saddle
But I need @silver holly's view on that if furred saddles are even a thing used properly and not some ceremonial only shit
I tried to search for furred saddles and idk ...
pig sheep and deer leather can't be used
Since those don't have big versions
Unless
Unless with use 2 medium
we really need to make craftable glue don't we
idk if you can craft it in vanilla but definitely not from horses
Horse blankets would also allow for different designs and patterns to differentiate them, plus animal comfort if that's a thing
Yea
Actually I should use leather strips instead of small leathers
Actually sec
Added medium leather x2
Buckles, tools changed small leather to leather strips
here ya go
Interesting note about attachments btw, it's better to scale the attachment location itself to make it fit the horse, rather than scaling the item in the model script. That way it will scale properly with different sized horses
The attachment locations scale with the horse ?
Buckets in the advanced forge miss a depth map 
Yeah!
Yeah some stuff we might want to not have scale with horse, like the plushies for example
Ive seen SOME furred seats, but really it's gonna mostly be leather.
Sorry I take so long to reply lol
Horse blankets would be so neat!!! It would increase customizability too ๐
Furred seats are mostly for endurance riding
Some are carbon fiber!
Ok so they are a thing
So we can have like cow leather which is furred to make furred saddles
So we can have variants of the saddles
croc saddle
interesting seeing them work for once, that modle loader issue really is annoying
Hmm, I think it uses the milk attachment points of the cow to line up the player for the milking animation. I'm gonna try to do the same
Not for milking lol, for mounting
my horse is having technical difficulty
Ohhh good idea!!
prob scaling down the bone influence range
man I hope at least some of my work helps out, I put most stuff on trello and tried pushing updates to git, issue is I used an old rig of the horse ๐ , hopefully some anims help you out aswell! even if its reference Ig?
I can prob make a rig that has bones parented to the root that would allow for that kind of clothing, tho it would be very annoying to update
We can do a data transfer for the horse, it could probably reutilize (most) of the texture
Your efforts are really appreciated none the less!!
Oh that would be neat! I'm pretty sure I used the new model for these textures(?)
As long as you dont change bone-Parent structure and keep the names you CAN actually add new things, now editing bones would have to be baked in order to transfer proper, very very annoying
Damn! good weight mixin my man!
Yeah sorry, I was checking messages, didn't realice Alex turned into programmer turned modeler turned animator turned zomboid jank code fixer
Is that a demogorgon or an enemy from metroid?
All good haha - Alex has really been breathing life into this project
I started testing the mod as it is, and wow, although it's obviously missing some things, it feels like it already has its own thing going on. You can even assign the horse an area and let it roam around there.
Oh my God! You can change your clothes on horseback...
Yeah for sure dude! The saddle is working great! I honestly completely forgot you made animations as well, I will go through them and check to see if maybe you have some that are missing that we could use
That would be cool as fuck tbh, as long as I can retarget the animations I'm all for it!
If not, then maybe you can still do it and I will just recreate the animations later for the new rig
Awesome! Thanks for testing that, I can cross that off my to-do list ๐
Haha yeah it will let you do any action while on it, it's basically as if you're walking around. I will make/blend action animations for the most common stuff, so you can read, reload mags, change clothes (maybe we restrict pants/shoes from being changeable while riding for realism), eat/drink, etc while on the horse
They really do this? ๐ This animal is so goddamn goofy
Oh it seems like that's how they get down/up from lying position
Hmm, actually I think the neck length might be good, I just wasn't thinking about how their shoulders would move when bending over to eat. This is without changing the neck at all, just adjusting the shoulders and foot placement
Idk, a horse front legs arenโt really supposed to go outwards their anatomy doesnโt really allow it
Horses have more lever spring type legs for back and forth movement and not really meant to go outwards
I know nothing about modeling... (not sure if this would be helpful as well) but looking at the first image, looks like the horse neck is a bit "lower" than it's back part. So when reaching the ground, it doesn't need to low the body or move its front legs... As you can see it from the other image (skeleton one) the neck bones or spine not sure, "attach" lower than the edge on top.
That's the thing tho, we need to edit the bones to make the neck longer
Aaah yeah that's probably it, it bends from the top of the back
Oh, hmm... I guess it does go out quite a bit, I was trying to raise it up more than move out, but I see what you mean
I'll play some more with it and see if I can cheat it somehow
Nice !
Front right leg was moving way too fast
We should make a plow attachment at some point and make it possible to till soil with it ๐
Honestly could even make bulls do that pretty easily
Haha no not at all ๐
Today I'm hoping to get all the turn animations done and implemented
Also, do we want to make a new AnimalZone for horses so they spawn in specific places, or just piggyback on existing ones? I think we'd have to mess with mapping if we want to make a completely new "horse" one
Honestly would be super sick, I think the physics could be cheated with animations
What if instead of the carriage attaching to the horse, the horse attaches to the carriage? Like the horse is a passenger in a special seat in front of the carriage, and when you hop in to drive the carriage it animates the horse based on the car(riage) velocity?
Especially if we can breed for speed. I can see some fun races being hosted
100% possible and actually already implemented (rudimentary)
It comes with the genetics system out of the gate, it's awesome
Could probably use the car/ trailer radial method. Get horse in front then it brings the prompt to +
Yeah I wonder if they can act as passengers in cars though
Because they can't tow a vehicle or trailer unfortunately, at least not from what I saw when quickly checking
Maybe we can fuck around with animal trailers somehow, they have a state for when they are in a trailer, so it's possible to animate them freely when they're in one
Wow idk about that lol
I like how your mind works. It reminds me of Brazilian Gambiarras
Interesting, speed getting influenced by the cars ultimate weight in the carriage, so heavily loaded carriages would be limited in maximum velocity. Noticed you could strip a cars components out to reduce its weight. Wonder if that has bearing on top speed
Hmm... I'll explore that some more at some point
I tested this horse mod, and this is really surprising.
I havenโt been keeping close attention to this project. Will there be any new features implemented for the horse later on? Iโm planning to make a UI for it in the next few days to make debugging and management easier.
what will this ui do?
Maybe with the debug Ui it could be easier to edit its genes, age, and also manage its equipment, like saddles, horseshoes, and so on.
Iโm just planning to play around with it; maybe in the end, this project wonโt need this๐
Honestly if you could figure out how to render the horse inventory that would be awesome! It has an inventory so it just needs to be added to the correct panel I guess. Or we do a custom UI to access the saddle bags and other horse stuff, but obviously as close to vanilla as possible would be best
We (at least I will ๐ ) will probably be working on and off on this mod for a while, adding new stuff here and there. But for release I think the main thing is just the turn animations, making sure all animal related stuff works (breeding, eating, pooping, spawning), and maybe a light combat system
Some horses get trained to sit like that lol
I think specific spawns like forest or grass would be neat
Agh so much stuff you guys are amazing
Maybe guaranteed spawn at the LV stables, with some saddles spawning there too
Also if we end up changing the neck and bones - I'm assuming a new texture will be required so I'll wait before I start churning textures out
Stables are a good idea, too. I would personally think, however, that it would be too easy for players to just b line to the stable instead of actually working and looking for them(?) my thought at least.
Maybe super low spawn levels for better tiers of saddles
Oh that's a good idea!
Saddle tiers is a good idea, and I'm not sure if we're there yet but we've talked about traits/professions like bareback, jockey, etc
Could also help avoid too much exploit and add balance
Saddle gun holsters would be great too, like the ones on the front of the Autostar Motor club bikes
it's been three days since the apocalypse, we can reason that they probably ran away by now
Could also make it so it's much easier to be knocked/fall off a horse if there's no saddle
i do think these locations should have a fairly good chance to spawn some horses though, as those locations aren't really of much interest normally, and it shouldn't feel totally out of the player's control whether they get one
Also, can't forget the old west town
In fact, I was looking at changing your pants and shoes, and I discovered that some of those do let you change without it looking weird, for example, I was wearing jeans, and I changed to shorts, and the character changed them without the need to do the animation, but when I tried to put on other pants if I tried to do the animation and the thing got weird, so I guess the shorts can be changed without any problem without breaking anything.
We've spoken about falling off/horse bucking a rider off. Unsure of how those stats can be tackled however
Old west town??
Yeah there's a whole old west town that was added with the b42 map update
There is a small village I think on the Echo Creek side, which as it was they were imitating the old west.
Oh that's weird lol, they probably have different animsets for some reason. It's no worries though, I just have to basically duplicate all the action animsets and make them trigger while on horse, then I can just set the weight for any bone below the waist to 0 for those animations, so I don't have to actually make any new animations, I just blend the legs and lower spine from my animation with the upper spine, arms, head etc. from the action animations
Honestly not that hard to do, we could add a stubornness (or whatever would work) genome that gets assigned to horses, and then based on that, the player acceptance, hunger etc. it can just run a check every X seconds that has a chance to trigger a dismount with a specific animation. I will play with that as well!
Maybe add this as a 1 in a 1000 chance if you have maxed out nimble ๐ https://www.youtube.com/shorts/3Q4P5VEDzNs
I see you don't like being beaten with a belt. Good day to you sir.
Both legs broken xD
If you are concerned on how easy it would be for players to get access to horses if they spawned at stables or places like pony roam o you could have riding be tied to the animal care skill. that way you woul need to pet/feed the horse (or any animale) before getting skilled enough to actually ride them
like bonding in rdr2
grooming them and taking care of them would up your skill and relation ship with the horse
would be cool if it was even only tied to the horse you are working on so there is a real bond
so if that horse dies you need to start all over again (animal care skill level could indicate how long it would take for it to accept you)
You could also choose one specific ranch and turn it into a horse farm as well, set up the spawn zone just there instead of having to worry about doing it for every farm
Wouldn't be too crazy to do using modData
Im very curious now, how much time does it take you to animate? I mean you are a full stack dev with some big sleeves dude
Haha yeah I have the type of ADHD that makes me want to do everything at all times, even when there is no time ๐
It really depends on the animation tbh. The lying down animation took me about 3-3.5hrs I think, because I didn't have anything similar to it so I had to look up a bunch of references.
But I can do the walk/trot/gallop turn animations in about 20-30 min because I already have a good idea on how they move and have a starting point to go from, and also a lot of references to pull from
That mentality put to the right thing is very valuable man, also you animate pretty well with that rig. again thanks for helping with this project, which has now basically become yours ig!
I'm just happy to see so many people excited to work together on something ๐ I absolutely would not have been able to do this on my own, all the groundwork and planning was done and laid out when I joined, I just hopped in and helped where I could like everyone else ๐
Also, I don't know if im the best option around but I can do a bit of everything (except code good lua lol), if you need changes to the rig, model or anything else I can do quick fixes and more major ones but that would take me awhile, holler out if you need anything
Cheers! I think the model and rig will need a little update at some point to make the neck behave more realistic, and if the back hips/thighs could behave just slightly more anatomically similar to a real horse it would help with any sitting/lying/probaly dying animation, because they currently don't protrude from the butt exactly as they should.
But honestly I think that will have to come later because if I understand correctly I would have to try and retarget the animation but likely re-animate the bones that were changed, possibly even more due to constraints and stuff?
The rig is great as is and for a game like PZ it doesn't need to be super duper accurate since you can't see from all angles anyways
Yeah, in this case adding rotation locks to bones would need retargetting, as well as fixing the neck, the only other method would be to use constraints to blend between the current bone and the fixed bone, but that would create more (useless?) bones, so yeah, there's no quick fix in that case, and on top of all that you would need to bake your anims, which would become a hassle to edit quickly
That would be so much fun!!!!! I'd also love to tie in a job or trait ๐ if that's possible! I don't mean to add to your plate
Hm - should I wait to start any texture work in this case? ๐
We can definitely make a skill related to horses that unlocks stuff like reduced soreness from riding without saddle/on improvised saddles, faster bonding, able to see more detailed genetic info in the UI.
Maybe we could start a thread on this comment and everyone can just write down their ideas, I'll see which ones would be easy to do and get them in for the initial release, and then we can expand on it later
i don't think you can have nested threads ๐
I think the UV map should be able to be kept pretty similar, so maybe you'd just need to make minor updates.
Also, I don't think I want to remake any animations before the first release, and when we do release it I have a lot in my backlog so it'll probably be at least a month or two until I could do any major work on it again that isn't bug fixes and easy addons
Ah dangs yeah, forgot this isnt a channel
Well we have the trello
Got it ๐
I probably won't have time to work on the mod until Monday ๐ But we can brainstorm some ideas for the skill and some traits.
As a summary on what's left to do in no particular order:
- Add/tweak genomes
- Implement option for different steering method similar to cars
- Make damage system so that only legs can be hurt from zombies while on the horse
- Implement the falling off animations when getting dragged down
- Add item scripts for horse meat and horse hide, and implement
- Tweak stats/behavior
- Improve player-horse animation sync when galloping
- Add saddle crafting scripts and add to loot table
Make jump animation and implement fence jumping- Make horse slower when riding in trees
So it's mostly making and implementing animations
Not sure if you saw what I wrote above but I think a rdr2 approach to horse care and skills would be pretty cool and kind of also tie it to the overall animale care skill.
This here
Oh yeah I did, I can see that working well. Like needing animal care lvl X to even know how to ride a horse at all, and once you do, you can level up the horse riding skill that gives specific unlocks related to it
Like fighting from horseback would be tied to the riding skill
plus imagine forming a bond with a particular horse and then losing it in battle. not only is it devestating emotionally but a huge set back since you now need to rebuild that with a new horse. sure you might be able to get up and ride another one with a high enough animal care skill but it won't be as good as what you had with the horse you poured everything into.
mechanics wise it would be like driving a crap box you hot wired over the car you restored to 100 percent with the key
Oh yeah, definitely adding a bonding mechanic. I could give a random chance on a low bonded horse that it will just stop and restrain against the control sometime, backing up neighing and shaking its head.
Or it will run away easier from zombies and leave you behind. I think I could make it so that after a certain bond level the horse will always come when you whistle, no matter where it was, exactly like in rdr2
that all sound perfect!
a cool MP element you could add to it aswell would be horses that are well bonded with you will kick off other players that aren't at least in your faction
or anyone that isn't you
That's a good one! I'm gonna write all this down on trello so I don't forget them or they get lost
Like the car claiming mod, thrown off with the "This isn't your horse" prompt on screen
I was thinking more of a swift kick to the chest and and multiple in game month recovery from the broken ribs. 
but same deal
honestly tho rdr2 is the gold standard for horse companions to me so the more that can be taken from that and translated to PZ would be amazing.
and yes I got way to into that aspect of the game
Remember you have no time limit - Doesn't matter if this isn't done this year or the next. You have all the time in the world ๐ Thanks for putting so much of your time and effort into this project as is
Haha I know, I just started getting excited about it again and it feels so close now that I just wanna crunch it ๐
Hmm... I wonder how hard it would be to make a horse fly and have the player mounted.
Would be so cool if there was a 0.0001% chance that a horse spawns as a unicorn that you can fly around on
Maybe make it so if one comes into view on your screen but your riding skill isn't maxed out it will just run off super quick and teleport to a random location far from the player so you doubt if you even saw a unicorn or if it was a regular horse
Pretty sure helicopter mods can now land on roofs now, could be an end game mode of transport xD
they did a cool dev presentation about rdr2 horses https://www.youtube.com/watch?v=8vtCqfFAjKQ
In this 2021 AI Summit session, Rockstar Gamesโ Tobias Kleanthous shares how they delivered a believable stable of horses that lived up to the memories of Red Dead Redemption, while making them a critical part of the playerโs experience.
Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: https://gdconf.com/passes-prices/...
aaAAA I was talking about unicorns and pegasus not long ago ๐ฅบ
I made this guy
Based off of this horse from Bella sara ๐ I'd love to do magical horses ๐ฅบ
if we get too crazy i'm gonna start asking for mlp characters ๐
Well well well
Had some time to kill so decided to see if I can put a horse in a car ๐
oh my god
lol
Nuked the horse out of existence lol
Give the horse a sitting animation inside vehicles and it's perfect
So chariots are possible using the vehicle system as base? Assuming that you can animate the horse
Yeah I'm trying to see if I can force it into the "trailer" state, because there's nodes set up for it so you can change animations for them when they're in trailers.
I want to see if that stops the desync issue, and also see if I can block it from taking damage while in the car so it doesn't die when I turn lol
But I'm gonna have to do that later, I wanna get more of the core stuff done when I start back up on Monday. I just couldn't get the carriage theory out of my head and had to test it real quick ๐
Okay yeah I'm gonna stop here lol, broke it real good
wtf is that xD
Dude I have no idea lol, I spawned in and it was just a black screen but with the UI, then it froze for like 20 seconds and when it came back these popped up all over
You're exploring alternate dimensions here
I suppose the fact that it can be loaded onto a car has to do with the fact that horses can be transported in animal trailers.
Not really actually
I checked that they can indeed be added to animal trailers.
although they look strange inside
Because they don't have an animation yet
So technically, in the future, you could take your dog with you.
I can also suggest the creation of the horse sprite, since the one that is there right now is the deer sprite.
Oh yeah good call, forgot about that.
We do need a horse sprite yeah
Do we know anyone good at making sprites?
Worst case I can just take a 3D render screenshot and scale it down real small
@coarse tinsel maybe ? ๐
Rick grimes?
I discovered something that I don't know if it's on purpose or not, but when I have food for the horse, and I right-click on it, the saddle is added immediately.
Why would you have a sprite for the horse?..
Yeah that's hard coded in right now
wait, it's all the animals, the mounts are added
Haha yeah ๐
I assume if we have horse skin or meat, I can make the sprites no problem, can even just add grayscale for the skin sprite if we have multiple variants
But would you be able to pick up the horse?
You can yeah, same as picking up deer
Not sure if we have horse skin or meat models currently
we don't have models or sprites for the items yet yeah
Princess Luna let's go
Weโll need an item (3D model + icon) for horse meat, horsehide leather, horse skulls, and horse dung.
High priority
Weve got horse meat
oh i had no clue
Oh sick!
I guess for skin we could just reuse the deer skin for now, maybe tweak the colors of the textures a bit to not have it exactly the same. It's basically just a bundle of skin anyways
So far, what Iโve discovered:
-Riding reduces your stamina (not sure if thatโs intentional or not)
-While mounted, you can go thru windows to enter a building, whether theyโre open or closed (you can also go up and down stairs, if thatโs of interest).
-Problems with pathfinding to the horse.
-While mounted, in somewhat confined spaces, you can get stuck (although the horse can pass thru when not mounted).
-The breeding system works (only by forcing it in debug mode, since the mating mechanic doesnโt work for the stallion and mare), pregnancy exists, all pregnancy stages occur, a foal is born, traits are inherited, mutations occur, the foal follows its mother (relatively functional), theyโre considered babies, and they can reach all age stages (if it werenโt for the bug that makes them disappear).
- Obvious bug: killing the horse. However, you can pick up the (invisible) corpse and do [something].
-No, zombies don't attack horses (in general, they don't attack animals; they're just drawn to the noise they make, but they don't attack them).
-You always mount the horse from the right side (just FYI). - Obviously, animation errors and performing actions you shouldnโt while riding the horse.
-Although the animation doesnโt play, petting it increases the horseโs acceptance of the player.
-Horses never get thirsty, so itโs as if the need doesnโt exist for them.
-They respond relatively to damage.
-They donโt attack; they donโt bleed when damaged, only when they die.
-The butchering mechanic works (sort of, since it throws several errors, probably due to the lack of horse-related elements for this mechanic, and it doesnโt fully function).
-Everything about them is like the deer in terms of animal mechanics (even the male, female, and fawn sprites), so most things behave like deer.
Riding draining stamina is intentional! It's a stamina based skill and there's plans to create professions and traits tied to horseback riding that reduce fatigue ๐
The rest is really valuable information so thank you very much for thoroughly testing this out!!!!
Also could you send a picture of a foal? Is it just smaller?
Thx for the feedback, however do note that:
- the horse uses default animal behaviors, so anything other animals do, they do too (such as drinking I don't remember animals needing that ?)
- lots of missing animations so not too surprising lots of things won't work (damage, death, butchering and more)
- to my knowledge, Alex did not implement anything Lua side to do checks for various stuff, thus why you can different actions you should be able to do on a horse (craft, climbing etc)
- like you mentioned, lots of missing assets so butchering won't work properly
No, it's like a horse, an adult-sized horse, it doesn't just create a smaller horse.
surely you will have to create a foal
I'd love to have a full on little foal model, however that would be a whole new thing to tackle so we'll probably just settle with resizing o:
Yes, I understand, it's more in case it was overlooked.
Yes, I understand, there are priorities, and I wish you the best, what you have is just a grain of sand in the castle you plan to create.
I'll pin it, it'll be a good list of points to check thank you
Don't forget Alex's list, as I see, several things from there will surely solve several problems I encountered.
Thanks for the writeup! Yeah there's a lot of loose ends to wrap up, but I know how to fix them ๐
It's good to know the pregnancy and age stuff works
I need to check how exactly the mating works, but probably just sometihn in the animal def. There's still some stuff missing from it, like the water need for example, but I will go through it fully and compare with the other animals to make sure I capture everything
@muted ridge Hey bud, could you pin this one for me? I'm gonna be adding/checking stuff off this one to keep track of progress
Back in the saddle today! Gonna start with implementing all turn animations, then the rest of the missing animations
Ah yea that's the list they were talking about
Cheers!
Also just realized that targetTwist is a thing that also exists on the horse, thank god. I can just use that to drive the turn animations now instead of having to calculate it myself
Oh yeah this is so much nicer to work with. Just need to adjust the blending a bit, but overall feels much smoother
Hmm I think I gotta make turn animations for the player too. If I keep walking in a circle the player face direction desyncs from the hourse and I end up twisting around on it
Probably just need animation where the player spins in place
What's that ?
Hmm mayne the head looking left and right too when turning ?
I suppose you can just use what you used for the horse but flr the player
Overall looks good ! Did you make the horse walk if the player turns ? So it doesn't turn in place ?
It's a float that gives the twist direction of the character, it seems to basically take the direction you're facing when entering the turn state and use that to give the direction you're turning. It's how the vanilla player animations knows whether to play the right turn or left turn animations. Super duper useful, instead of having my own calculations I could just put the turn animations to play if the targetTwist is greater than 45 or less than -45 for right and left with a dead center so it doesn't play a turn animation when only turning 45 degrees
Yeah exactly, the problem I have is that the player changes direction faster than the horse, so when spinning in place it ends up that the player gets desynced and does a whole 360 degree spin once it reaches facing 180 degrees from the horse direction.
I can't make the player spin slower while moving because the player:setDir() I try to set gets overriden and only works while in idle.
So I have to basically make an animation that spins the player 90 degrees that plays when changing direction, so I can control the speedScale for it.
Oh yeah good call, I'll add that to the animation
I have idle animations for 45, 90 and 180 degree turns that will play if the player turns on the spot
Actually wait, I think I have to make a player animation that makes them spin in the opposite direction, so it's like the animation slows the spin down
hmm
Nah that's not working
Let's pray to god that player:setTurnDelta() actually does what I feel it should do
Nice
I need to do a deep dive into every single XML that exists at some point and just fuck around with all the different variables I can find
One day the wiki page regarding AnimNodes will be fully completed lol
And what a glorious day it will be
i wanted to write an xml schema for it but it turns out xml schemas are the worst thing in the entire world
We have a winner! Did exactly what it says on the box, adjusted the turn delta ๐
Setting it to 0.8 fixed all desync issues hell yeah
Ah yea that's a thing
Yeah I forget to check the player methods sometimes. I get stuck in the xml swamp and forget there's other ways to solve things
Ugh... For some reason the gallop turns are not blending at all ๐ฉ
Okay figured it out
Need to keep all conditions that I have in the gallop in the turns as well
Turn animations added a muuuuch better feel to it for sure! Needs rider animations to match, some tweaking to the blends, and should make the translation data a bit slower in the gallop turns
Nice !
Yea the horse needs to not be able to turn this much when going fast for sure haha
Hmm, I'm gonna try something, since I can use targetTwist I should be able to have it transition from one turn animation into another smoothly, so making the gallop turn have two stages depending on how sharp you turn could be real nice
Yeah it works, needs some tweaking still but definitely better
Seems like pretty much all animation variables that exist on the player exists on animals, which is awesome
I need to figure out a better way to handle the idle turn animations, because I can't adjust the turn delta for the horse it seems, and it turns much faster than my animation plays
It's not terrible as is, it basically just plays the first 3rd of the animation and then stops, but I'll figure out something nicer later. Will probably have to force the animation to finish playing by setting my own isTurning variable
honestly it's about as good as what we have for the player. turn to fast and you still basically slide like that
I'm not too surprised considering animals are players
Yeah it's very nice, makes it so much easier to work with
this all looks so fucking good ๐ญ you guys have done insane work
So it seems that there's something annoying that happens when walking and turning that's causing an animation glitch when I try to just make the player turn their head in the turn direction. It works for trot where I even move more of the body, and I assume it will work for gallop (will test next)
It's not the worst, the walk turn is the least dramatic and the player follows the back well, so might just have to move on from that one for now
wait wtf it's working
I didn't even do anything
Sometimes you just gotta complain lol
Well it also somehow broke the trot to a point where the game crashes lmao
Okay now they're both broken but it's not crashing, I think I need to take a break
Oh what, there's an OR condition in XML which seems to act just like a logical OR operator
<m_Conditions x_name="2e7b5e65-6b2e-470c-812e-886072373144">
<m_Name>sitonground</m_Name>
<m_Type>BOOL</m_Type>
<m_Value>true</m_Value>
</m_Conditions>
<m_Conditions x_name="574fd4cb-85ad-4b6e-8614-27edc0d84125">
<m_Type>OR</m_Type>
</m_Conditions>
<m_Conditions x_name="3b9fc4ad-5cfe-42e7-af99-21249f116825">
<m_Name>PerformingAction</m_Name>
<m_Type>STRING</m_Type>
<m_Value>SawOffShotgun</m_Value>
</m_Conditions>
<m_Conditions x_name="81aeaaa4-0979-4519-8ac4-0a9af66ffa4b">
<m_Name>sittingonfurniture</m_Name>
<m_Type>BOOL</m_Type>
<m_Value>true</m_Value>
</m_Conditions>
Haven't seen that before, gotta play with this
(the example looks fucked because it inherits another condition from the xml it extends from, so there's basically two conditions above the OR block, and two after, as long as two conditions in the same block or all conditions in all blocks are true the animation triggers)
Trying to get the gallop turn player animations to blend nicely for 90 and 180 degree turns has been very difficult, but I've made some progress
Yeah this shit is driving me crazy. The issue I have on the walk turn animations is present on the gallop turn animations, but not on the trot. The fucked part is that the trot is just another walk, all it does when I press C is player:setVariable("HorseTrot", true) and then in my trot and walk animations which are in the same animset folder, I use that variable to toggle between the walk and the trot
And it's not the animations themselves because trying to use the trot turn animation on the regular walk turn has the same issue
actually waaaaait
it gets unfucked in the trot due to sneak
I think
holy shit yeah
what the fuck
so I might have to try to block the player from running while mounted, and make the run animation a third sneak
I hate this system so much sometimes ๐ญ Impossible to know if I'm fucking up or if there's a bug, but I'm like 96% sure this one is a bug, or the walk is just not supposed to have turn animations due to how the torso twists or some bullshit
I hope it's easy to block player from getting skill xp
Yeah making the player sneak while on horse fixed it for the walk, so should fix it for the run as well if I can force block the state
Please setAllowRun() come through for me buddy
FUCK YES
Yup works for the gallop turns as well, finally goddamn. That was a rough one
I'm gonna have to remove the gallopToTrot/ToWalk transition animations for now and just let the game blend it, I gotta simplify it to get the player turn animations synced up and working. I'll revisit to implement them later
You probably don't want to do that or the player will be sneaky
Making zombies less likely to detect the player
Honestly I'd rather find a workaround for that rather than finding a workaround for the animation issue.
I can make the horse emit a sound while walking/running to negate it. Or mess with the player visibility somehow
It was causing extreme jerky movement each time you turn on the horse, so the only other option seems to be turning it off completely which would have the player floating offset from the horse
A satisfying galloping sound would be great for immersion.
Yeah definitely! I will implement sounds soon, I can just reuse what I did for my bike
But why was that issue happening in the first place ?
Sadly that's not a good solution because if zombies hear sounds they will go to that sound, not to the player so if they don't agro the player you will simply leave a trail of zombies where you passed which really isn't the point
Tho I don't know why your issue is happening but there must a reason for it
I will record and show you, one sec
This is what happens. You see how the body is twisting when playing the animation (which shouldn't happen, the animation ONLY rotates the head bone, nothing else), and then when blending out from the turn it snaps into the head rotation animation and blends it out as if the head was turned the whole time, which we can see it isn't.
And sneaking would fix that ?
I think it's honestly just a limitation, they have no reason for ever doing anything like this. My working theory is that the regular player walk turn imposes a torso twist which gives it a rotation on the root or something no matter which bone is actually rotating. It's so you can get that upper torse inertia when turning quickly
I find that surprising
Yeah my theory is that sneaking doesn't impose a torso twist because there's no need for it in that state
Weird
Yeah it's fucked
Unless I'm fucking something, but literally the second I sneak it's fixed, with no changes to code or xml at all
Run has the exact same issue as walk
I'm gonna assume sprint is the same, but strafe and aim should be fine, although not sure when we'd use strafe
Only difference between this one and the one earlier is that I changes the xml from sneaking false to true, and sneak on the horse
head movement is blending well (needs some tweaks, but it works)
These turns are all in sneak state
I'm almost positive it's gonna be easier figuring out how to get zombies to agro the player rather than find a fix or different workaround for this issue tbh
I've tried everything I can think of like weighting the bones differently, leaving turn state empty and having the turns as part of the walk state, all kinds of different blending and transition configurations.
Nothing would untwist the torso except from fully disabling the root Bip01 bone on the head turn animation, but then obviously it doesn't turn the head. If I set every single bone to 0 weight and only the head to 1, it would show the issue
Nice ! Also the player will be sat down a bit low for saddles no ?
I can try let me see
It's mostly fine, just clips a tiny bit when turning in a trot. I changed to pants and it looks better, the clipping in these videos are mostly because of the dress, but I feel I need to either stop mounting if player is wearing a long dress/skirt, or have the player sit sideways (but should require higher riding skill and more likely to fall maybe)?
I will adjust the trot a bit
How about deforming the dress to go up when on a horse ? I don't think that's too viable but might as well try ?
Idk how it'd look or how mod compatible it'd be
Also riding with a dress can still be thing based on the dress I guess ?
Like have it hiked up to the hips kinda?
Yea
Yeah length of dress can determine it
There aren't many dress bones so eh
it's not really appropriate riding attire so i think it'd be fine if we just prevented riding if the dress is too long
Yea
Yea agreed if nothing works
Impossible to get this info sadly
Maybe we can have mods add support for their dress by adding them in a table
Not a priority tho
Ah yeah I was just thinking in terms of vanilla dresses. hmm
If that's easy to do we can for sure
It would be yea
I was thinking I could make an alternate sit animation like this which you can use with high enough riding skill
Since we'd have a code to remove the dress first, we can easily check if the dress is valid
Lol I guess that can be a way of doing it
Would definitely be cool
Would be better for combat purposes too tbh, easy to jump off and start swinging if going into town
Honestly should make some alternatives like that either way haha, would be cool to unlock
I guess, tho shouldn't be a priority
No no, that will come later
And more something to add at the very end yea
Right now I'm fucking around with the horse and zombie interactions since they break when riding and a zombie approaches
It seems like a 50/50 chance that the horse gets stuck in an animation when entering alerted state, even if I have a valid animation for it.
When it doesn'tm get stuck it plays the animation I put there.
It seems like it will be much easier to just not have the horses react to zombies. Zombies don't react to horses, and the horses could canonically be domesticated so they shouldn't be afraid of humanoids that much (in my opinion, which is biased because it makes the code so much easier lol)
If we do want a tame horse to avoid zombies for example, it could easily be implemented on a per horse basis with some custom logic
I think this is a good idea!!! Walking a horse makes sound alone o: don't forget we have sounds too
Other animals do react to zombies tho even if used to humans ?
There must be something missing in the animations for it to work
Yeah gonna put in sounds next! ๐ I will make them have different emit range walking, trotting, or running.
The only problem with the sneaking is that I can't just directly affect the player visibility range it seems using Lua.
However, what I could do is that while on the horse, I check for zombies in a range and use something like zombie:CanSee(player) which I hope is if the zombie has direct line of sight of the player, not if the player is in their visibility range, but will have to test that. If it has line of sight then I just force the zombie to walk towards the player
I can check again, but it's so inconsistent that it's hard to troubleshoot. Sometimes it would work fine, and sometimes it would break.
I tried flipping canBeAlerted to false, which helped with getting rid of the alerted state and instead it used the Walk state to force the horse away from the zombie.
It was a bit weird though, and even while mounted the horse would flee the zombie, but only while idle. It felt a bit weird, but could work for untrained horses since they would be more likely to restrain.
If we can change animal definitions dynamically while it's running then we can get around it by changing fleeZombies = false while mounted, but not sure if that's possible
Not from what I've seen, there's animals that say they will attack males, but I can't see any actual attack animations or states or anything
forcing an animal to attack a player just makes them walk up to them
So will probably need some custom logic to work, but not impossible since we can path to targets and check distance and stuff like that
There are some animals that do attack players tho
The bulls
Anyway my idea wasn't to make horses attack the player
Ah okay wait I never tested that one
It was to find what animation state could be missing
Probably look into the ActionGroups ?
See what animation states transition to which maybe
Idk if that's a viable way of finding info on states
oh yeah there is, I was so snowed in on the buck since that's what we use for the horse, and when testing the raccoons it wouldn't attack either
but the cow has one
It usually says in the animal behavior which one it gets stuck on, but I have animsets for each state that it displays
I need to fix this other issue first tbh, it's one I've pushed for a bit. In some instances the horse just locks in on a square and no matter what direction input you give it, it will go towards that square only.
Maybe some people that have tested the mod have had that happen.
I'm not sure exactly what triggers it, but I will work on that now to make sure everything else is smooth to test
It seems to happen more when I mess around with zombies, so it might have to do with triggering fleeTo(IsoGridSquare) and that not getting cleared
Yeah definitely something with the flee
You can see it here, it just locks in on that square, the direction my character is facing is my actual input.
When I get off the horse it's still stuck until I use horse:getPathFindBehavior2():cancel() which unstucks it but only while unmounted. When I mount it hones back on to a different square.
Trying to see if it expects some event in the animation to trigger the end of the flee. There's no actual flee state though
waaaaaaaaaaaaaaait a minute
I think I got it
it's when it tries to flee to some square with certain conditions. It only freezes when fleeing towards trees
Yeah it's missing tree pathfinding or something
Riding a horse in and dropping it in the woods makes it stuck too it seems
Ah lol
Huh, seems I can set a turn delta for the horse in the animal definition
Haha there's happyAnim = 1; -- if there's an animation to show the animal is happy
Gotta figure out how to use that
Figured out the issue with the horse getting stuck btw. It was using the xml Horse_PathfindWait instead of Horse_PathfindRun when fleeing, but the pathfindwait has an idle animation
Should be solvable pretty easy with some conditions
Yeah all fixed, this solved the issue with the zombies and trees too
For sure! That should be like a mid level riding move to unlock
@agile shoal Gonna need your help with something for the rig, we need to make the horse have a Bip01_Neck rather than just a DEF_Neck1
It's kind of annoying, the animal definition has ropeBone = "DEF_Neck1" which works when leading the horse, but when attaching the horse to a tree it seems to use:
private void drawRope(IsoGridSquare square) {
float float0 = 0.5F;
float float1 = 0.37F;
float float2 = 0.3F;
int int0 = this.getAnimationPlayer().getSkinningBoneIndex("Bip01_Neck", -1);
Which as you can see is hardcoded to use Bip01_Neck lol
They could have literally just copied this line from above and it would work ๐ญ
Would it be easier maybe to just add that bone as a new one that's duplicated so I don't have to redo animations?
From what I can tell it's really only using the Bip01_Neck for animals in that one spot
Hmm ok!
Lemme blow the dust off of it
Let me think, I could absolutely just add a bone that copies everything from DEF_Neck1 named Bip01_Neck
It's been a hot minute so let me know if this exported correctly (and if you want me to post it anywhere else)\
Feels good to be back in the saddle ๐
Awesome, thanks buddy! I will test it out when I get home ๐
It's working to attach now, but it seems the Bip01_Neck gets placed centered on the floor rather than on the neck for some reason
It's like it's attached to the root bone instead of the neck bone
Works perfectly, thank you!
Finally got the gallop turn animations to sync nicely, still a bit of blending to smooth out, but overall happy with it
No joke that is incredibly high quality looking for a mod like this.
Also the scale of the horse really makes the short scale of the trees super obvious lmao.
Its looking amazing
I think its fine, those trees hes riding past in the beginning are baby ones
Ah, true. I've gotten so used to using the treez mod I've forgotten what is what
Thank you โค๏ธ Also wouldn't be authentically PZ without some janky movement ๐
No really I wouldn't expect animations like that even out of a GTA 5 mod adding horses and that's the same company behind rdr.
In my experience the higher the scope the bigger the jank
Holy shit!! Amazing work as always
Thanks for coming back to help ๐
Will there be collision with zombies? Like when you run and bump into zombies? Also, it might be nice if ragdoll physics activated, like with cars, but without them flying off. Hahaha
I also prefer the Treez mod for their scale, just a shame it's super hard to see through them in dense woodland
It can be pretty impossible to see in some denser areas even with the addon but it's well worth it for the visual upgrade for sure
I think it would be cool if there was a chance for the horse to stand on it's hind legs and bucks you off if you are around too many at once. Real walking dead like
I want it to work and I will do some tests for it, but might not be possible, we'll see.
There is collision on the horse, if you sprint into it you fall over. But zombies currently don't seem to be affected. I'm hoping it's a simple thing like missing something in the definition or being able to use a bump state or something.
I think rearing/bucking will mostly be used for those with low bond/low horsemanship skill o:
Maybe I can talk Alex into animating a capriole though lol, but I don't wanna add too much to his plate he's practically carrying this project as is
it would actually pair well with the bonding aspect. low bonding and the horse would have no issue bucking you off into the hungry hoard as it runs off lol
high bonding and you would still have control but maybe some difficutly steering
We'll see how it can pan out mechanically o: But yeah that's the jist lol
This honestly looks pretty straightforward to animate, the legs move together in pairs which already makes it like 85% easier haha
But it would be a high level move as you discussed so makes sense to do it later
But definitely at some point, looks cool as fuck and a nice way to break free from being crowded
Yay ๐ omg !!!
Figured out another annoying issue I was having, goddamn some of these are tricky.
When turning 180 degrees the player would sometimes rotate counter clockwise when turning left, sometimes clockwise, same with turning right.
Horse would always rotate clounter clockwise, on every turn.
Turns out if you set maxTorsoTwist to 0 then it never returns the twistTarget to 0, always like 0.01, or -0.01 but it seems there's some calculation when turning that relies on it being exactly 0 in order to have a tie breaker on turn direction
Setting maxTorsoTwist to 5 fixed it
I think I can officially tick off the turn animations for horse and player off the to-do list ๐ Still some tweaks that can be made, but it's good enough for now to move on
Yeah this is a vibe
All actions already work out of the gate except the ones where the player bends over, which seems to be actions we wanna block anyways like changing pants
Next up gonna try to implement some sounds
A nice part of blocking run state for player and handling all in the walk is that actions that can be done while walking are not interrupted while galloping since you never run to interrupt it.
So it's possible to gallop and bandage, reload weapons, eat, etc.
Wait it already has footstep sounds built in
Oh there's a whole system for sounds for different breeds and age stages and shit
If this is easy to work with I will be very happy
Yes, it's easy
Hmm, so the way the sound is set up is to use one sound file for the front hoofs, and one for the back, then play those at specific intervals to mimic the sound of running. The sound file we have doesn't have the sound from each hoof separate, and trying to cut each hoof out from the file we have will be tricky since it won't have a realistic falloff and just cuts out abruptly
Maybe I can just make one event for the entire animation and use one file that I cut to fit ๐ค
Oh yeah the sound system is niiiiice.
I can just type whatever I want in param value in the xml:
<m_Events>
<m_EventName>PlayBreedSound</m_EventName>
<m_TimePc>0.01</m_TimePc>
<m_ParameterValue>walk</m_ParameterValue>
</m_Events>
And as long as I have a sound with the same name in the definition it just works:
walk = { name = "HorseGallopConcrete" }
Gallop on concrete (sound on)
Sounds good, but maybe its a bit too loud?
It sounds like its overpowering all the other audio
Oh yeah I'll tune the volume for sure, I should be able to add a volume slider in mod options, not 100% sure but I think so
Hmm... Not sure how to handle different sounds for different materials though. My first thought is to duplicate the XML for each file that can have different sound variations and then check current square for the type of material and change a variable on the horse that indicates which xml should play.
Obviously not super clean since I'm basically duplicating files just to change some events, but the only other option I can think of would be to skip using the built in system and make my own using the sound emitter (I did this for my skateboard/bike) which is also not super clean
Actually duplicate xmls might not be the worst idea, I could change speed and stuff based on material then as well
Unless I can use the built in system somehow for that
Doesn't seem to work.
Tried appending the footStepTable:
table.insert(footStepTable, {
alias = "horse_run",
grass = "HorseGallopTest",
wood = "HorseGallopTest",
concrete = "HorseGallopConcrete",
gravel = "HorseGallopTest",
upstairs = "HorseGallopTest"
})
But it's not playing any sound now ๐ So duplicate xmls seem to be the way
Still, this will be much easier to implement than I thought, so that's nice
We have alex on our side
FUCKING LOVE AAAAAAAAAAAAAA
Time to see if I can line up these mount/dismount animations nicely
The mod looks so good! Im new on this topic and i have a question,when do you guys think it will release?
A bit hard to say an exact time, there's a few things left to do before it's ready for an initial release.
You can see the pinned post with the to-do list, once those things are done it should be pretty much ready (plus likely a few more things that I missed)
Ohh alright! Thanks for letting me know!
No problem! I post my updates in this channel frequently when I'm working on it, so just check back every now and then and you'll see how close it is ๐
i'm just following the project and i want to say....wow...it's amazing and thanks for the efforts i would like to make a donations where i find the link?
We appreciate the gesture, but we've decided not to accept donations for this project โค๏ธ
Haha all good! We do it for the love of the game (and horses!)
Added new attachment locations for left and right side mount, bareback and saddle, and it works well! No more tp into the center of the horse. Still a bit janky due to the rotation glitch with the rig, but I can find a workaround for that
Nice ! Wdym by attachment locations ? What did you do exactly to fix the animation ?
basically just added these new attachment locations in the models script:
model Horse
{
mesh = HorseMod/Horse,
animationsMesh = HorseMod.Horse,
shader = animalEffect,
static = false,
attachment back
{
offset = 0.0000 0.2509 0.0429,
rotate = 89.1355 0.4641 178.8851,
bone = DEF_Spine2,
}
attachment head
{
offset = 0.0000 2.0031 0.0668,
rotate = 0.0000 0.0000 0.0000,
bone = DEF_Head,
}
attachment mountLeft
{
offset = 0.5998 0.0000 -0.0006,
rotate = 0.0000 0.0000 0.0000,
bone = Bip01,
}
attachment mountRight
{
offset = -0.6000 0.0000 -0.0006,
rotate = 0.0000 0.0000 0.0000,
bone = Bip01,
}
}
Then in the mount context option I use those to get a perfect pathing location before starting the action:
local mountLeft = horse:getAttachmentWorldPos("mountLeft")
local mountRight = horse:getAttachmentWorldPos("mountRight")
local mountPosX = mountRight:x()
local mountPosY = mountRight:y()
local mountPosZ = mountRight:z()
local side = "right"
if player:DistToSquared(mountLeft:x(), mountLeft:y()) <
player:DistToSquared(mountRight:x(), mountRight:y()) then
mountPosX = mountLeft:x()
mountPosY = mountLeft:y()
mountPosZ = mountLeft:z()
side = "left"
end
local path = ISPathFindAction:pathToLocationF(player, mountPosX, mountPosY, mountPosZ)
Had to change the animation a bit so the player starts the animation centered and moves offset from center when mounting, which snaps into the correct place when the actual player mounted animation starts
Yoooo that's fucking amazing I had no idea you could get the attachment coordinates !!!
That's really nice
Waiiit you can do so much shit with this
Yeah it's awesome!
Like attach stuff on the player or backpack by right clicking the specific attachment point
Directly in the world
You could make a mod for that
Also maybe have the context menu option adapt to the attachment point
Yeah, could make a mod to actually go open doors and trunks with animations pretty esaily too
So it says "mount horse from left" or "right" you know ?
I could yeah, but not sure it's needed, it will pick the closest point and just use that when clicking "Mount Horse"
I mean, it's nothing hard ?
To implement no ?
Hmm actually I see what you mean
If the player moves around then the mount point changes
No it would be easy, I guess I'm just not sure why haha
Yeah exactly, it does the distance check after clicking the option
Or maybe that's not necessary yea
So if you right click and move before clicking the option, it will still pick the closest
Yea ok yea that's good
I'm imagining dual mini guns attached to the side of the horses xD
Theoretically the horse should be able to shoot guns, so ๐
when this horse things all said and done, any chance of a cut down, framework of it?
would make mass additions of other animals alot easier
i plan to make. "Spicy Horses" Using it
The mod adds nothing in terms of framework tho, the majority of it is just animations
I guess the part of riding is fairly simple too
indeed. ive been waiting for a 'Bare Minimum' before i go wild on it. as i have... many animals to make
It wouldn't be too hard to do, it's pretty modular as is
I would definitely want people to use this mod as a base to make more animals, if we can spark a whole new wave of animal mods that would be awesome
that was my hope. otherwise there isnt much of an alternative
but yeah the animations require a lot of work, so might not be many that end up making full realistic animal mods
the fallout stuffs got tons of animals. ive had people mention it for years, and saying " we have to wait"
animations work is fine with me, just base compat with custom animals is the goal,
I guess the XMLs were also a lot of work and something not very well documented, so a framework mod that has all the animset files already set-up with turns and blending and everything would be helpful for others
That just can't work