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Re: hunter walky
Posted By: Me_43Date: 2/21/05 12:26 a.m.

In Response To: Re: hunter walky (•M)

(Excuse the broken keybo4rd)
hmm, my em4il is lewis.hosie@gm4il.com, might w4nt to 4dd it to your 4llow list...

:What's up with the fluids? Are there TWO levels in the same room? (I see 2
:different transparant levels besides the floor/ceiling?)

Uh, no, prob4bly 4n optic4l illusion or something... oh, but the poly with the liuid h4s 4 different w4ll texture; I dunno. Probly 4 trick of the (nonexist4nt) light.

:And the monsters have a real height of which you can bounce! awesome! And they
:can be pushed! Great stuff, maybe add a weight-factor too? Pushing a pfhor of
:a cliff is a no-brainer, but a hunter or a hulk could be more... challenging :)

Ye4h, there is 4 weight f4ctor, but it's not dr4m4tic enough... hmm, fine tuning time...

:I'm NOT a code-guy, I can do fancy stuff with fancy editors and there is
:already one bad culprit.

No problem. Mostly I w4s 4sking OTHER people for help... you've done HE4PS. :)

:Editors are imho the life and breath of 3rd-party generated weirdo's.
:The file-naming scheme structure of e0r5mac is a bit un-intuitive. Graphic1.bmp
:to xxx or modelx.mesh is getting complicated after a 20 or so monsters/weapons
:etc.
:Model6.mesh is the hunter, but gets named m5 in the physics file? I would very
:much like a more conventional naming scheme, like hunter-2.mesh or so if
:possible, perhaps even structered in a folder-heirarchy? foler hunter has files
:hunter-walk.mesh, hunter-idle.mesh, etc)

Hmm. ...well, ...ye4h, the ide4's good, but the implement4tion is h4rder th4n it sounds...

:The modeling and animating
:lifted from older post:

:Uhm again.
:Build model in Meshwork (texture it, add bones and create different stances
:with the pose-window)

-let's c4ll the origin4l "m1.mesh", 4nd the others "m1b.mesh", "m1c.mesh" etc etc, ok?

:Export all stances as seperate models (name.mesh)
:Open files in a raw-edit tool (BBEdit or so)
:Copy something (??) and paste into...??

Open m1.mesh
Copy everything 4fter 4nd including, "M4teri4l"
Close M1

Open m1b. Select everything 4fter 4nd including "m4teri4l", 4nd hit p4ste

:As I understand it, say a walk from a Hunter in 4 steps to complete the cycle,
: will be extrapolated in E0.

Interpol4ted, yes.

:So a 4-step walky is 4 different files? (hunter_walk_1.mesh,
:hunter_walk_2.mesh, hunter_walk_3.mesh, hunter_walk_4.mesh)

Th4t's it, yup.

(name-assigning becomes quite puzzling with your current set-up :))
Yes...

How do I assign the walk-files to the engine in the physics1.txt?

m 5

mname Hunter

msequence 5 -1 -1 -1 -1 -1 -1 -1 -1 -1

:msequence has a fixed row of actions? idle, walk, hit, being hit etc? -1 equals :none?

Something like th4t... currently only the idle ( in this c4se, '5') 4nim4tion is used, so b4sic4lly set it to the 'Hunter W4lk' seuence, then fiddle with th4t seuence:

q 5
qm 4 30 1 0.004
qm 6 30 1 0.004
qm 7 30 1 0.004
qm 8 30 1 0.004
qm -1 2 1 0.001

(S w4s 4lre4dy t4ken, th4t's why seuences 4re 'q').... now let's get this sorted out:
"q 5" = we're working with seuence 5
" qm 4" = use model number 4 for this interpol4tion (think of it 4s 4 fr4me)
"30" = how long it t4kes to morph the mesh to the next fr4me (how long it st4ys th4t sh4pe)
"1" = I tot4lly forget wh4t this is... c4n't be import4nt...
"0.004" = sc4le

:What do the other parameters mean?

:DO keep up the good works (and please be patient with the non-coding peeps like me)

Th4nks; h4ng on g2g... stupid p4rent >_<...

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Pre-2004 Posts

Replies:

To •M... (Also! Announcement on subject of E0!)Me_43 2/18/05 1:50 p.m.
     Re: To •M... (Also! Announcement on subject of E0!sd 2/19/05 12:07 a.m.
           Re: To •M... (Also! Announcement on subject of E0!Me_43 2/19/05 12:34 a.m.
                 Will it work with existing maps? *NM*Steve Levinson 2/19/05 5:11 a.m.
                       No, no and no. Converting, though... *NM*Me_43 2/19/05 11:07 p.m.
                             Re: No, no and no. Converting, though...Steve Levinson 2/20/05 3:23 p.m.
                                   Re: No, no and no. Converting, though...Me_43 2/20/05 11:57 p.m.
                 Re: To •M... (Also! Announcement on subject of E0!sd 2/19/05 12:12 p.m.
     Re: To •M... (Also! Announcement on subject of E0!Ori 2/19/05 9:14 a.m.
           Thanks! *NM*Me_43 2/19/05 10:58 p.m.
     Re: hunter walky•M 2/20/05 5:14 a.m.
           Re: hunter walkyMe_43 2/21/05 12:26 a.m.
                 Re: hunter walky _-[tr4nsl4tor 4ctive!]-_•M 2/21/05 7:25 a.m.
                       Re: hunter walky•M 2/21/05 12:35 p.m.
                             Re: hunter walkyMe_43 2/21/05 11:31 p.m.
                                   Re: hunter walky•M 2/22/05 11:46 a.m.
                                         Re: hunter walkyMe_43 2/22/05 7:12 p.m.
                                               Re: hunter walky (and a musicquiz)•M 2/26/05 12:27 p.m.
                                                     Re: hunter walky (and a musicquiz)Me_43 2/26/05 9:46 p.m.
                                                           Re: hunter walky (and a musicquiz) *NM*reni 1/26/06 5:43 p.m.
                 Re: hunter walkyD-M.A. 2/24/05 12:50 a.m.
                       Re: hunter walkyForrest of B.org 2/24/05 5:02 p.m.

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Pre-2004 Posts

 

 

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