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Marleys Ghost

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Everything posted by Marleys Ghost

  1. Is there anymore information you can share? I just imported an L3DT raw fine ..
  2. For single animations I simply set a flag and do something along these lines: Pseudo code: If Play_RequiredAnim = 1 Animate(Entity,Frame,1,0,1) Frame = Frame + 0.1 'alter this value to adjust playback speed If Frame > Last Frame Play_RequiredAnim = 0 EndIf EndIf Frame : The start frame of the required anim sequence Last Frame : The last frame of the required anim sequence
  3. or atleast I think I did .. or maybe Im having a "senior" moment lol
  4. The one you get when you upgrade from 2.2x to 2.3
  5. I notice your group is 2.0 do you mean you have upgraded and your new key is not working?
  6. This is the .mat I used for the quick test: nskinbl.mat texture0="abstract::nskinbl.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" And this is the lua script I quickly wrote for the test: --[[ 1-14 Walk (normal) 15-30 Stealth Walk 32-44 Punch and swipe sword 45-59 Swipe and spin sword 60-68 Overhead twohanded downswipe 69-72 Up to block position (play backwards to lower sword if you want) 73-83 Forward kick 84-93 Pick up from floor (or down to crouch at frame 87) 94-102 Jump 103-111 Jump without height (for programmer controlled jumps) 112-125 High jump to Sword Kill (Finish em off move??) 126-133 Side Kick 134-145 Spinning Sword attack (might wanna speed this up in game) 146-158 Backflip 159-165 Climb wall 166-173 Death 1 - Fall back onto ground 174-182 Death 2 - Fall forward onto ground 184-205 Idle 1 - Breathe heavily 206-250 Idle 2 251-300 Idle 3 ]] require("scripts/class") local class=CreateClass(...) sframe = 1 eframe = 300 function class:CreateObject(model) local object=self.super:CreateObject(model) function object:Render() frame = (AppTime()/80.0) % (eframe-sframe) + sframe model:Animate( frame, 1,0, 1 ) end function object:Free(model) self.super:Free() end end
  7. I think if you just scale the selection it wont scale the bones/anim I used scene/scale to 2.00 and had no problems:
  8. Works very well Paul, nicely done thanks for the share.
  9. are you scaling the scene?
  10. I have not tried those two, but the Freebeast (a.k.a the "bug" in my demos) works well enough when converted, possibly a little heaavy on polys but no problems converting in UU3D
  11. @Joh: More than likely a value set too low in the playervisible function portion of the class, I see what you mean though, probably did not notice whilst unleashing death on them I expect a few variables still need tweeking as they are still set for the 3rd person testing I did.
  12. lol, I think any "creepy crawly" which grew to that size would invoke some degree of trepidation.
  13. sorry I meant for the precalculation Newton raycast data.
  14. Excellent, will update my version.
  15. Does this work for both animated and static meshes?
  16. Thanks diedir, I guess the principle would work for cars, do you mean on a track? if so waypoints would be needed I think.
  17. @GameCreator : lol yeah, but the bullets are far more fun, and I was just "looking after" the grenades for someone as I was doing some "visuals" for him, so not really my place to show them off besides .. the bullets worked just fine see!!
  18. Not sure what it is you want to do with this but have a quick look at this thread on the old forum
  19. @RVL: Well for what it is and does, yes. But the problem with raycasts is the micro freezing on the initial cast, which is the same for the "bullets".Not so bad on really basic shapes or primitives but really noticeable on the "bug" model when firing at it and the Player HUD gun model when the bugs collision rays hit it for the first time (or indeed if one bug casts onto another) Having to use individual models to over come the instancing "do for one do for all" outcome means thus far too much micro freezing.
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