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Re: hunter walky | ||
Posted By: Me_43 | Date: 2/21/05 12:26 a.m. | |
In Response To: Re: hunter walky (•M) (Excuse the broken keybo4rd)
:What's up with the fluids? Are there TWO levels in the same room? (I see 2
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
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
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.
Hmm. ...well, ...ye4h, the ide4's good, but the implement4tion is h4rder th4n it sounds... :The modeling and animating
:Uhm again.
-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 m1.mesh
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,
Interpol4ted, yes. :So a 4-step walky is 4 different files? (hunter_walk_1.mesh,
Th4t's it, yup. (name-assigning becomes quite puzzling with your current set-up :))
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
(S w4s 4lre4dy t4ken, th4t's why seuences 4re 'q').... now let's get this sorted out:
: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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