Here's the long clawed brown raptor

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Here's the long clawed brown raptor

Post by Rebel »

It's inside another dummy level, to your left on loadup. The other brown raptor
with the shorter claws from PH level is inside the file labeled brown_Jr.
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brown_Jr.zip
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brown_level.zip
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Re: Here's the long clawed brown raptor

Post by Velociraptor Alfa »

Isn't the short clawed one actually the sub-adult from PH walkthrough? Or it's another male/female scenario like the green T-Rex?
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Re: Here's the long clawed brown raptor

Post by Draconisaurus »

Hmmm, why is the level named beta96? :yum:
At any rate, that level's raptor does no damage to the player. :? The long-clawed in brown does a tiny amount of damage that takes forever to kill the player..
But yesh - thankies for rigging these!
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Re: Here's the long clawed brown raptor

Post by Rebel »

Velociraptor Alfa wrote:Isn't the short clawed one actually the sub-adult from PH walkthrough? Or it's another male/female scenario like the green T-Rex?
I really don't know. The PH level was one of the few that I could get textures using tresed. It had raptor's A thru E I think, and they were all short clawed, brown raptors.
Draconisaurus wrote:Hmmm, why is the level named beta96? :yum:
At any rate, that level's raptor does no damage to the player. :? The long-clawed in brown does a tiny amount of damage that takes forever to kill the player..
But yesh - thankies for rigging these!
The level's named beta96 'cause it was the original level I imported beta Anne into. Check Anne's $sub_models, Drac. I think at least the $Foot is set at 0.00000 Damage. I don't know the correct values, guess you could check retail Anne. ;)

I actually had a hard time rigging those 2 beasties. The retail bones didn't fit the models right, so I wound up using the original bones and added the missing joints.
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Re: Here's the long clawed brown raptor

Post by Draconisaurus »

Rebel wrote:
Draconisaurus wrote:Hmmm, why is the level named beta96? :yum:
At any rate, that level's raptor does no damage to the player. :? The long-clawed in brown does a tiny amount of damage that takes forever to kill the player..
But yesh - thankies for rigging these!
The level's named beta96 'cause it was the original level I imported beta Anne into. Check Anne's $sub_models, Drac. I think at least the $Foot is set at 0.00000 Damage. I don't know the correct values, guess you could check retail Anne. ;)
Derm, well the values for damage go on the raptor itself.

Here is a head submodel from one of these brown raptors:

Code: Select all

group $RaptorHead-00 = {
    int ext_GeometryType = 1
    float Mass = 100.000000
    bool Tangible = true
    bool Moveable = true
    bool Visible = false
}
Here is the same model from the retail RaptorB in AS:

Code: Select all

group $RaptorBHead-00 = {
    float Mass = 90.000000
    bool Tangible = true
    bool Moveable = true
    bool Visible = false
    float Damage = 15.000000
    float Armour = 2.000000
    string SoundMaterial = "RAPT-HEAD"
}
A raptor from one of my mods seems to have even more values:

Code: Select all

group $RaptorDHead-00 = {
    int ext_GeometryType = 1
    float Mass = 90.000000
    bool Tangible = true
    bool Moveable = true
    bool Climb = true
    bool Visible = false
    float Damage = 25.000000
    float Armour = 2.000000
    string SoundMaterial = "RAPTOR-HEAD"
    int AIType = 2
    float AIMass = 0.600000
    float Danger = 0.800000
}
Just pointing out! The browns need an upgrade.
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Re: Here's the long clawed brown raptor

Post by Rebel »

Yeah, you're right. Machf told me the same thing, but I suffer from bouts of senility at times. :D Anyhoo,
they're simple tscript edits, I think people can handle that on their own. However, I'll fix the values and up-
load just the dino tpm files under the edit section in trescom's website.
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Re: Here's the long clawed brown raptor

Post by Draconisaurus »

True. Guess that works.
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Re: Here's the long clawed brown raptor

Post by Rebel »

Well, I put up all four of the dinos (2 brown raptors, the para and Green trex) under the editing section. They're in .tpm format and ready for import (separate files). I also uploaded my tpm deboner which strips the bones from a tresed exported dinosaur (though the option 'convert joints (bones) to tpm format' must be checked off before export) so if anyone does use one of them, each dinosaur can be imported and assigned different tscript values.

One note: you can't capitalize the 1st letter of the new name you choose. It's a minor bug I never noticed until today. Unfortunately, I don't have the code to fix it any longer and I'm too tired to recode the utility. It's no big deal anyways -
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