Goat Simulator

Goat Simulator

Create, share and find content by the Community.
Do you want a flying goat? Do you want a completely new map? The Steam Workshop gives you the ability to create anything you want using the same tools the developers used!
NoahTheGoodra 2014 年 4 月 10 日 下午 3:01
Play as a human goat
I would love to see a humanoid model for the goat besides the G2 model which for the life of me i cant get anything to rig to with wanted results.
最后由 NoahTheGoodra 编辑于; 2014 年 4 月 10 日 下午 3:01
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Metro Gang 2014 年 5 月 10 日 下午 4:07 
COOOL
最后由 Metro Gang 编辑于; 2015 年 6 月 12 日 下午 5:33
StreamThread 2014 年 5 月 11 日 上午 9:55 
I had almost made ​​it. All the characters models now is playable. It remains only to make the missing animation (Bite,Ram, jump etc) and fix one problem. It when play human models hover above the ground. Looks not nice.

When all is fixed, mod will be released =)
最后由 StreamThread 编辑于; 2014 年 5 月 11 日 上午 9:57
NoahTheGoodra 2014 年 5 月 14 日 上午 10:53 
引用自 grandshot
I had almost made ​​it. All the characters models now is playable. It remains only to make the missing animation (Bite,Ram, jump etc) and fix one problem. It when play human models hover above the ground. Looks not nice.

When all is fixed, mod will be released =)
I had the hover problem too
NoahTheGoodra 2014 年 5 月 14 日 上午 10:54 
and when I moved the screen turned a static color
Flow2891 2014 年 5 月 14 日 上午 11:04 
bähhhh :D
botman 2014 年 5 月 14 日 上午 11:24 
引用自 mrchemist
I had the hover problem too

The location of NPC's is typically their feet (at the center of their body). For Players, the location is the center of the body (mid way up, at the belly button). You will need to adjust the Z offset of the SkeletalMesh for an NPC so that their feet are on the ground when using that SkeletalMesh for a player.
NoahTheGoodra 2014 年 5 月 14 日 下午 2:50 
引用自 botman
引用自 mrchemist
I had the hover problem too

The location of NPC's is typically their feet (at the center of their body). For Players, the location is the center of the body (mid way up, at the belly button). You will need to adjust the Z offset of the SkeletalMesh for an NPC so that their feet are on the ground when using that SkeletalMesh for a player.
would that adjustment be in udk or my 3d modeling program
botman 2014 年 5 月 14 日 下午 3:25 
In your mutator, you can adjust the Z offset of the SkeletalMesh in the SkeletalMeshComponent. For example, in GGGoat.uc in the defaultproperties section at the bottom of the file, inside the "Begin Object class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent" section, there is this line:

Translation=(Z=8.0)

Change that Z=8.0 to something else (try something like Z=30.0 or Z=-30.0 which is the height of the collision cylinder). You would need to change this in your mutator code, not actually change it in the GGGoat.uc class code.
NoahTheGoodra 2014 年 5 月 14 日 下午 8:45 
引用自 botman
In your mutator, you can adjust the Z offset of the SkeletalMesh in the SkeletalMeshComponent. For example, in GGGoat.uc in the defaultproperties section at the bottom of the file, inside the "Begin Object class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent" section, there is this line:

Translation=(Z=8.0)

Change that Z=8.0 to something else (try something like Z=30.0 or Z=-30.0 which is the height of the collision cylinder). You would need to change this in your mutator code, not actually change it in the GGGoat.uc class code.
how would I adjust that in the mutator code?
botman 2014 年 5 月 15 日 上午 6:11 
If you are using a human skeletalmesh model for the player, you should add a section for "Begin Object class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent" in the default properties of your mutator just like GGGoat.uc has but change the name from "WPawnSkeletalMeshComponent" to "HumanPawnSkeletalMeshComponent". Then at the top of your defaultproperties section add "Components.Remove(WPawnSkeletalMeshComponent)" and that will remove the one that's added in GGGoat and after your new "Begin Object class=" block, add this:

Mesh=HumanPawnSkeletalMeshComponent
Components.Add(HumanPawnSkeletalMeshComponent)

...see the GGGoat.uc defaultproperties section as an example.
NoahTheGoodra 2014 年 5 月 15 日 下午 1:50 
引用自 botman
If you are using a human skeletalmesh model for the player, you should add a section for "Begin Object class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent" in the default properties of your mutator just like GGGoat.uc has but change the name from "WPawnSkeletalMeshComponent" to "HumanPawnSkeletalMeshComponent". Then at the top of your defaultproperties section add "Components.Remove(WPawnSkeletalMeshComponent)" and that will remove the one that's added in GGGoat and after your new "Begin Object class=" block, add this:

Mesh=HumanPawnSkeletalMeshComponent
Components.Add(HumanPawnSkeletalMeshComponent)

...see the GGGoat.uc defaultproperties section as an example.
Ok I thought I had todo that I just was not sure
Gamber 2015 年 6 月 8 日 下午 2:55 
so will it be released soon?
botman 2015 年 6 月 8 日 下午 5:24 
No, it won't. You dug up a thread that is a year old (happy belated birthday thread!).
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