Aw nuts! I can't let this die! I'll get as much progress on the new version of Tutopia done as quick as possible so I can continue to post on this thread.
For the new version I am planning to make the level editor along the lines of Neverwinter Nights' Aurora editor. I'm also planning that, unlike in the old version, battles can occur anywhere rather than in specially made (cheaty) square rooms. I did this previously because of level collision problems but I think I've sorted it now. I'm planning to let the player talk to the NPCs rather than just be talked to. Different responses may result in different quests or different rewards and relationships.
Today I have done two rather useful things.
I realised one of the things that dissapointed me with Tutopia was the combat animations. The only animation tool I've ever been able to use well was the one I made in DBC. However, with the lack of the 'set object keyframe' command in DBP I can't use it. I have however managed to recreate it! Wahey! Due to this I have made my own object animation commands:
PlayObject(ObjectID,AnimationID,AnimationSpeed)
LoopObject(ObjectID,AnimationID,AnimationSpeed)
StopObject(ObjectID)
SetObjectKeyFrame(ObjectID,AnimationID,FrameID)
SetObjectFrame(ObjectID,AnimationID,FrameID)
I have made a set of constants for the animation ID (e.g. ANIMATION_IDLE=0) so the 'PlayObject' command for example may look like:
PlayObject(1,ANIMATION_WALK,0.1)
The speed value is obviously the rate at which the animation plays.
Another problem I have often had with built in DB animation is that the keyframes are not always noticable as they are slightly interpolated towards the next frame. With my functions all the animation are running smoothly.
The other thing I have accheived, finally, is collision I am happy with! Woohoo! It can now handle multiple characters walking aroundd on the level. Doesn't sound like much but it is something I have never quite managed until now.
My other project to work on to stop me getting bored with Tutopia is my first ever RTS. It will be pirate based and I already have some nice ideas for it. I have a couple of pirate models which I need unwrapped so I can texture. If anyone could please help with that then let me know. I don't have a uv mapping tool that will do it.
Requirements:
-Must retain limbs for animation,
-er...,
-umm...,
Yeah I think thats it!
For some reason LithUnWrap exports it in a way that when I load it in my animation program/DBP it says the object has no limbs.
Another problem, does anyone know how I can stop DB hiding objects? Basically I have a multi-limbed object which is fairly large so when the main limb is off the screen all the other limbs hide as well. Quite annoying! Any help would be appreciated.