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PostPosted: Mon Jul 31, 2006 5:56 am 
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T-Rex Killer
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I've been thinking about the animated pteranodons and seagulls after reading the spitter development thread...
Have you tried making a single mesh for them (merging the various meshes into one), with all the positions, and using textures with opacity maps for the animations, so that for a certain frame only one 'position' is visible in the whole mesh? I mean, instead of having to attach the various meshes with magnets or CEntityAttached...

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PostPosted: Mon Jul 31, 2006 7:26 pm 
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Theoretically it should work.


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PostPosted: Mon Jul 31, 2006 10:03 pm 
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machf wrote:
I've been thinking about the animated pteranodons and seagulls after reading the spitter development thread...
Have you tried making a single mesh for them (merging the various meshes into one), with all the positions, and using textures with opacity maps for the animations, so that for a certain frame only one 'position' is visible in the whole mesh? I mean, instead of having to attach the various meshes with magnets or CEntityAttached...


No, but probably something worth experimenting with --


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PostPosted: Tue Nov 21, 2006 5:26 am 
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T-Rex Killer
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Well, after all this time, I finally gave it a try today. Here's what I did with the TC Isle seagull:

Image

And here you can see the results:

http://community.webshots.com/video/3001959900053045384

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Tue Nov 21, 2006 6:14 am 
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:o Pretty.

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PostPosted: Tue Nov 21, 2006 7:04 am 
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Duuude!!!! That's fraking awesome. I bet the tres devs had no idea they could do this stuff with their engine... it just amazes me. We'll we'll certainly have to take advantage of this in JPDS... ;) Machf is there any way you could send me files related to this (for use in JPDS)? (actually your new dino level itself might be nice to have.. would rather have that than spend time DLing all the new dinos seperately and importing them.. plus I've heard lots of complaints of texture issues and such so yeah..)

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PostPosted: Tue Nov 21, 2006 2:00 pm 
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T-Rex Killer
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That kind of animation is pretty simple, anybody can do it (in fact, it's a pretty old technique). I fear if you keep asking me to send you additional stuff, you'll never get to finish JPDS... :wink: Are you sure you need seagulls there?

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Tue Nov 21, 2006 7:21 pm 
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T-Rex Killer
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Well they might be pretty darn nice for the Visitors Lodge location.. or for the *ermm#@!%@#* island, for that matter. What we really need in JPDS1 is a circling TLW pteranodon (looks diff from the JP/// pteras, and play a diff. roll in our story), plus I had some ideas for certain arthropodic creatures around the island... heh well I was just thinking if I had the seagull example right in the level itself, it wouldn't be hard at all to replicate it for other things.. ;)

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PostPosted: Tue Nov 21, 2006 7:46 pm 
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T-Rex Killer
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Well, the only important difference with the original TC Isle seagull is that I combined four meshes into one and made a different texture (4x the original one) and four different sets of opacity maps, and used those to make an animated texture (making four copies of the texture, each with a different opacity map). That way, only one wing position is visible at a time. Just what I had in mind from the beginning.

Not sure if a flapping Pteranodon is too feasible, the seagull is low poly enough to quadruplicate the mesh and keep it under the limit. Besides, did Pteranodons actually flap their wings, or did they just glide with wings extended?

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Sun Nov 26, 2006 6:46 pm 
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Machf, I just fiddled with this and came up with a version, though I
have a feeling yours (your version) may be different. Think I'll p.m.
you my file so we can compare notes.


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PostPosted: Sun Nov 26, 2006 7:45 pm 
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T-Rex Killer
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.....Rebel actually spent some time trespasser modding??? :o :|

Let us know how it goes! ;)

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PostPosted: Sun Nov 26, 2006 8:37 pm 
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Say, who gave you permission to stop working on JPDS? Get back
to work!

:mrgreen:


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