I have a little spook where a cardboard cutout runs across 3 FPSC cells when player goes down stairs.
The animation was made in Maya then using Bond1 Exporter in Max exported to a .x file. Using the DirectX Model Viewer, the animation shows up and the texture shows up in game as well.
However the pain in the butt for me is getting this model to play its animation of moving across the 3 cells (NOT using the paths or gravity platform, its an animation within the .x file)
Entity Script:
;header
desc = GolemLR001
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = GolemLR001.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 0
materialindex = 2
collisionmode = 0
reducetexture = 0
;statistics
strength = 0
explodable = 0
debrisshape = 3
;visualinfo
textured = SpookCrawlAlpha.png
effect = effectbank\ps_3_0\entities\static\norm_alphaspec_tangentbasis.fx
castshadow = 0
In Game Script:
start = apear1.fpi
main:
;Artificial Intelligence Script
;Header
desc = Default Entity Behaviour (Nothing)
;Triggers
:state=0:state=1
:state=1:ANIMATIONNORMAL
;End of Script
end: disappear1.
This is NOT a character model it is literally a prop with one single animation that is solely made to move from point A to point B. Am I setting the the Entity FPE correct? along with the Main Script
Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com