Goat Simulator

Goat Simulator

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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.
Last edited by NoahTheGoodra; 10 Apr, 2014 @ 3:01pm
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Showing 1-13 of 13 comments
Metro Gang 10 May, 2014 @ 4:07pm 
COOOL
Last edited by Metro Gang; 12 Jun, 2015 @ 5:33pm
StreamThread 11 May, 2014 @ 9:55am 
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 =)
Last edited by StreamThread; 11 May, 2014 @ 9:57am
NoahTheGoodra 14 May, 2014 @ 10:53am 
Originally posted by 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 14 May, 2014 @ 10:54am 
and when I moved the screen turned a static color
Flow2891 14 May, 2014 @ 11:04am 
bähhhh :D
botman 14 May, 2014 @ 11:24am 
Originally posted by 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 14 May, 2014 @ 2:50pm 
Originally posted by botman:
Originally posted by 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 14 May, 2014 @ 3:25pm 
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 14 May, 2014 @ 8:45pm 
Originally posted by 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 15 May, 2014 @ 6:11am 
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 15 May, 2014 @ 1:50pm 
Originally posted by 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 8 Jun, 2015 @ 2:55pm 
so will it be released soon?
botman 8 Jun, 2015 @ 5:24pm 
No, it won't. You dug up a thread that is a year old (happy belated birthday thread!).
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