/-/S'pht-Translator-Active/-/


Re: Sprite sequence help
Posted By: goranDate: 6/21/04 9:01 a.m.

In Response To: Sprite sequence help (Ernie)

I am no anvil masta', but as a mapmaker I've learned a couple of things during my years, maybe it can be of help...

Physics

set "terminal velocity" and "external velocity" to 0 in physical constants.

This will stop the light from flying away.

Next go and check what id number your dying sequence has (#x [sequence name]) in your shapes file. Apply this number to your monster's dying soft and hard sequence.

Repeat the procedure with your soft/hard dead sequence.

Shapes

The only thing you'll need to make sure here is that "ticks per frame" times "frames per view" is equal to the "transfer mode period".

Example:

ticks/frame=4
frames/view=4
transfer mode period=16

These values, by the way, are pretty good as you're already got 4 frames/view. It will make the whole dying sequence play in 16 ticks (0.5 seconds).

[ Post a Reply | Message Index | Read Prev Msg | Read Next Msg ]
Pre-2004 Posts

Replies:

Sprite sequence helpErnie 6/20/04 9:35 p.m.
     Re: Sprite sequence helpgoran 6/21/04 9:01 a.m.
           Re: Sprite sequence helpErnie 6/21/04 1:06 p.m.
                 Re: 1-10 Twiddler•M 6/21/04 7:53 p.m.
                       Re: 1-10 TwiddlerErnie 6/22/04 1:29 p.m.

[ Post a Reply | Message Index | Read Prev Msg | Read Next Msg ]
Pre-2004 Posts

 

 

Your Name:
Your E-Mail Address:
Subject:
Message:

If you'd like to include a link to another page with your message,
please provide both the URL address and the title of the page:

Optional Link URL:
Optional Link Title:

If necessary, enter your password below:

Password:

 

 

Problems? Suggestions? Comments? Email maintainer@bungie.org

Marathon's Story Forum is maintained with WebBBS 5.12.