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Everything posted by Stan`
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@leper If you still feel like it you can implement amphibious animals using the Croc_swim.dae anim. @Alexandermb Thanks a lot. would you help me by making that zebu death animation ? -
@Hello Looking at the code again, I don't think it's actually possible to do anything like this. Maybe @Mate-86, @wraitii will be able to confirm the fact that you can't set an animation on projectiles while they fly. Sorry for the disappointment. Nice models by the way.
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@Alexandermb Files please -
See the wall builder.js code in this patch https://code.wildfiregames.com/D900
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Yep looks good to me as well -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@Alexandermb Let me know if you manage to do something, I believe they could be pretty useful. I think the anim you sent me is broken, it's a bit bouncy on certain parts. -
@Itms Hey thanks for your interest in the game ! Have you tried going through transifex ? We pull our translations from there.
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@Alexandermb before I check did you take @Sundiata's feedback into account ? Also any reason why you bake the wole animation ? Have a look at the smooth keyframes option in the curve panel it's useful. I wonder if you could use a curve for the mesh to follow. -
Well I guess start looking at where those are used. Then a sane implementation IMHO would be to put those new resources in civ.json files, and parse them to do stuff afterwards. I believe @elexis has somewhat unified the json parsing functions so that should be easier.
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
This is a jumping animation though. -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@Alexandermb with more bones you can make it ondulate more smoothly. But as @wowgetoffyourcellphone said it's not necessary. Especially since that means you'll have to redo every crocodile anims. -
See my last post here https://wildfiregames.com/forum/index.php?/topic/21614-multiplayer-on-lan/&tab=comments#comment-325645
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Thanks ! -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Okay thanks. @Alexandermb Can you smooth the anim a little ? After that no more nitpicking -
At best all the files you modified in a zip file you can upload here. Passive abilities yes active ones not yet
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When everyone is okay with them I'll commit the horses, then we'll see for the riders.
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Ah okay, if no one @Sundiata @wowgetoffyourcellphone have an objection i'll commit it. -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
I don't understand lol Maybe it's fine for @leper's usage, I'd need to see it in action. -
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
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If you give me a minimal test case I could try to make it work.
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<?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="Base"> <animations> <animation file="hammerbro/Hammer_Throw.dae" name="Idle" speed="40"/> </animations> <mesh>hammerbro/Hammer.dae</mesh> <textures> <texture file="props/Hammer.png" name="baseTex"/> <texture file="props/Hammer_Bump.png" name="normTex"/> </textures> </variant> </group> <material>player_trans_parallax.xml</material> </actor> @Hello try this instead. Notice I changed the material to make use of the bump. Also note it won't stop turning once it hits the floor.
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Can you show me your actor file ? @Hello And tell me a bit more what you are trying to achieve.
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@Hello I think you should use the Idle animation instead. I meant that you'll have a way to make grenades and stuff like that explode on hit.