Debug mode in bmax IS much slower.With 3 animations going I get 76 fps in debug mode and 250 in non debug mode.
I find that tweaking my animations in debug mode leads to unreliable results because of the speed difference between the 2 modes.
flip set to 0.
I purvhased a cheap microphone and use it for making most of my own soumd effects which I then modify with Audacity.Not the complete answer but works well.
That does not work even at a factor of 60 to 1.Maybe some of my other code is countermanding it because a huge mass difference certainly works with non character objects.
Most people use ultimate unwrap pro to convert characters to gmf format. Also not all tgc model packs can be converted. Pack 21 and the zombie pack are ok though.If you search you will find earlier threads on this subject
I have been struggling with how to stop my camera passing thru walls and obscuring the view.In one commercial game I have this problem is solved by raising the viewpoint of the camera when near walls so that it looks down on the character from above then going back to eye level as the camera moves away from walls.
Can someone direct me to a code example??
In some engines its automatic but with so many languages that might be difficult. It looks like a prefix of LE for each function is how it will be, but then theres framewerk to consider. Shouldn't be too hard.
Well my main concern is that there is no skill involved in these sword fights, they just take place until a countdown of a health factor kills one or other.
As its a quite night on the forum I thought I would try to get more views on a question I have asked before. I have some sword fights in my game and how to dwcide the outcome of these fights( who wins) is something I am pondering on and also how much control the game player should have over the main character during the fight sequences..Any ideas???
EDIt: Sorry for posting in wrong place.