Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Human models in DB classic

Author
Message
Game Freak10K
21
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 13th May 2004 04:54
What i mean is..if I create one model standing, another in the motion of walking,running,crouched,jumping,swimming etc etc, can I call each of those animated objects in DB classic when I need them
e.g <> A.I?
Enemy "sees" me and switches to "shoot.x" object. I shoot back..(....add collision event here....)enemies health drops to zero and then switches to "falldown.x" and drops to the floor.
Ok I just lost myself here, help

Comics and Games-Bread and Butter.
Major Payn
21
Years of Service
User Offline
Joined: 16th Dec 2003
Location: United States of America
Posted: 13th May 2004 06:06 Edited at: 13th May 2004 06:08
I think you do this with the append command, it appends a new animation to the current model. Look for it under basic 3D in the DB help files.

so as a crude example you could use it maybe as somethink like this...

enemy sees you= append "shoot.x", you kill the enemy= append "death.x"

of course I dont have the help files with me, and if my memory servs me correct its alot more complicated than that, but someone els will need to help you will the nitty griddy cause I really suck at coding.

Hope I helped, probably didnt though lol

P4 3.2Ghz/Alienware area 51/radeon 9800 pro 256mb/sound blaster audigy 2/5.1 surround sound speakers.
Game Freak10K
21
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 14th May 2004 08:04
Well now that i know its possible, thats all the help i need, im going to ahmmer away more of the code and try to figure it out and thank you for that info--I had no idea where to start

Comics and Games-Bread and Butter.
Game Freak10K
21
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 14th May 2004 08:05
sorry for the double post I meant "Hammer away more of the code"

Comics and Games-Bread and Butter.
Tom Taylor
21
Years of Service
User Offline
Joined: 29th Dec 2003
Location: Germany
Posted: 14th May 2004 12:09
Appending animation is only in loading progress usefull ... in game it might be little slow to read the animation from disk

Make one file for every movement and combine them with your code. For example you can make an own datatype to describe the movement.

Tom Taylor
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 14th May 2004 13:04
Not really a good way to organise your animations. It's far easier just to seperate each action in your animation, so you might have frames 0 to 10 for an idle loop, then 11 to 20 for a walking loop - then you can simply loop the relevant part of the animation. I usually set the frame manually and have my own systems, with a little organising you can get nice fluid movements quite easily.

Appending animation should only ever be done when loading the model, but like I said, it's not a good way to work.


Van-B


The nature of Monkey was irrepressible!.
Game Freak10K
21
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 22nd May 2004 09:28
I think Ill stick to making levels, 3D characters are toooooooo hard to pull off.

Comics and Games-Bread and Butter.

Login to post a reply

Server time is: 2025-06-28 19:17:08
Your offset time is: 2025-06-28 19:17:08