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Re: hunter walky _-[tr4nsl4tor 4ctive!]-_
Posted By: •MDate: 2/21/05 7:25 a.m.

In Response To: Re: hunter walky (Me_43)

(Excuse the broken keyboard)
(My leet skillz are none, so I copypasted a lot of 4's and a's. See, me got mad paste-skillz! Thank you BBedit)

hmm, my email is lewis.hosie@gmail.com, might want to add it to your allow 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, probably an optical illusion or something... oh, but the poly with the liuid has a different wall texture; I dunno. Probly a trick of the (nonexistant) 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:)

Yeah, there is a weight factor, but it's not dramatic 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 was asking OTHER people for help... you've done HEaPS.:)

: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, ...yeah, the idea's good, but the implementation is harder than 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 call the original "m1.mesh", and 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 after and including, "Material"
Close M1

Open m1b. Select everything after and including "material", and hit paste

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

Interpolated, yes.

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

That'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 that... currently only the idle ( in this case, '5') animation is used, so basically set it to the 'Hunter Walk' seuence, then fiddle with that 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 was already taken, that's why seuences are 'q').... now let's get this sorted out:
"q 5" = we're working with seuence 5
" qm a" = use model number a for this interpolation (think of it as a frame)
"30" = how long it takes to morph the mesh to the next frame (how long it stays that shape)
"1" = I totally forget what this is... can't be important...
"0.004" = scale

:What do the other parameters mean?

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

Thanks; hang on g2g... stupid parent >_<...

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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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