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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #1676
    Quote Originally Posted by Sliptip View Post
    They can Biker. There's 2 methods that I know of.
    LOL, Im not a dromeder, I was just curious to know if it could be done and after your explaination I now know why people dont. Btw, does dromed take advantage of multiple cpu cores or even use the gfx card when rendering btw..?

  2. #1677
    Quote Originally Posted by Bikerdude View Post
    Btw, does dromed take advantage of multiple cpu cores or even use the gfx card when rendering btw..?
    Nope.

  3. #1678
    Quote Originally Posted by nightshifter View Post
    smurfotep, they are looking good!!

    I like those stairs, esp the railing!!!, I suppose they are not objects, but brushes??
    Yep, brushes. Judging from previous posts in this thread, that might need to change. I should spend some time getting more familiar with anim8tor.

  4. #1679
    Member
    Registered: Aug 2003
    Location: Abyssal plains
    Having picked up the baton again having last shown screenies about three years ago I thought I'd do an update.

    I'm painfully well aware that there's lots of niggly problems if you look hard enough (no prizes though)! Never mind, I just wanted to show them to someone other than my partner and daughter. Oh, and there's lots of AI and object placement and scripting to do yet.
























  5. #1680
    Quote Originally Posted by smurfotep View Post
    Yep, brushes. Judging from previous posts in this thread, that might need to change. I should spend some time getting more familiar with anim8tor.
    If you can come away with it , I would leave them for now... you can allways change them if needed....( if miss dromed is acting up because of them...)


    nice looking casalor!!!

  6. #1681
    Quote Originally Posted by R Soul View Post
    You can cancel the invalid room id error, and I think it can be stopped by building the AI rooms database.
    Quote Originally Posted by Yandros View Post
    I've never tried that, I always build pathfinding to make it go away.
    I found both tips when searching. A third was to move the room brush with id 0 to solid and replace it with a new one. For me it helped to rebuild the pathfinding database, but I also rebuilt the other databases to be safe... and then I shutdown my computer and let it rest for a while I checked out the "offending" room brush, but I couldn't find anything wrong with it, so I left it alone, and the error was gone already anyway.

  7. #1682
    Member
    Registered: Sep 2002
    Location: Bloodstone
    casalor: nice . I recognize some scenes from before. Especially like the ruined chapel area with the haunts.

  8. #1683
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    An Oscilloscope Texture

    Frequency modulation.

  9. #1684
    Member
    Registered: May 2005
    Location: Full on Kevin's mom
    That looks promising. Good work, LarryG!

  10. #1685
    Member
    Registered: Aug 2003
    Location: Abyssal plains
    Quote Originally Posted by qolelis View Post
    I found both tips when searching. A third was to move the room brush with id 0 to solid and replace it with a new one. For me it helped to rebuild the pathfinding database, but I also rebuilt the other databases to be safe... and then I shutdown my computer and let it rest for a while I checked out the "offending" room brush, but I couldn't find anything wrong with it, so I left it alone, and the error was gone already anyway.
    I've done something similar.
    1. moved the brush way away into solid space
    2. replaced it in the 'world'
    3. ran build room database,
    4. ran AI database
    5. go back to run pathfinding database


    Always seems to work for me. Then again, I could have been exceptionally lucky.

    Btw, Thanks Nightshifter and Phantom.

  11. #1686
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Great, Larry! I assume the display is an animated sine wave or something similar?

  12. #1687
    Quote Originally Posted by LarryG View Post
    Frequency modulation.
    I assume that when Garrett makes a sound it affects the waveform It could be used as a lock mechanism: To open the safe, Garrett must create the correct waveform by dropping a crate and jump at the same time

    Anyway, it looks good and gritty.

  13. #1688
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Yandros View Post
    Great, Larry! I assume the display is an animated sine wave or something similar?
    Yep. With the freqency gradually increased and then decreased again so that it is interesting to look at. Only 6 frames, but it looks pretty good.

  14. #1689
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Cool, but why not more frames? With model tweqs you're limited to 6, but with animated textures you're not. Also, in case you didn't know, you can control the speed of the animation using the Renderer > Texture Anim Data property.

  15. #1690
    Member
    Registered: May 2002
    Location: Toronto
    I thought animated textures were limited to something like 10 frames, no?

  16. #1691
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Could be, but water, for example, is not so I assumed object textures would enjoy the same benefits as terrain textures. I'm probably wrong, though. But 10 is still better than 6.

  17. #1692
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Yandros View Post
    Cool, but why not more frames?
    It looked good, and I got tired.

    Quote Originally Posted by Yandros View Post
    With model tweqs you're limited to 6, but with animated textures you're not. Also, in case you didn't know, you can control the speed of the animation using the Renderer > Texture Anim Data property.
    How do you do that with a brush? This is not an object, but a texture applied to a solid brush.

  18. #1693
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Add it to the texture itself in the Texture hierarchy.

  19. #1694
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by Sliptip View Post
    I thought animated textures were limited to something like 10 frames, no?
    20 frames. 10 if the textures are 256x256.

    The sine animation would look better if the wave spread out from the center instead of just ping-ponging from the side.

  20. #1695
    Quote Originally Posted by ZylonBane View Post
    20 frames. 10 if the textures are 256x256.
    Couldn't that be overcome by using smaller textures and then using DDFix's high resolution texture support to replace those textures?

  21. #1696
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by ZylonBane View Post
    The sine animation would look better if the wave spread out from the center instead of just ping-ponging from the side.
    It would. I agree. But that's the sample video that I found. You gotta admit it looks different, expanding and contracting from the side that way. Since I have up to 10 frames (not counting the "off" frame, right?) I may try to find a different video sample to work with.

    Quote Originally Posted by Yandros View Post
    Add it to the texture itself in the Texture hierarchy.
    Ah! I would never have thought of that.

  22. #1697
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by LarryG View Post
    It would. I agree. But that's the sample video that I found. You gotta admit it looks different, expanding and contracting from the side that way. Since I have up to 10 frames (not counting the "off" frame, right?) I may try to find a different video sample to work with.
    If memory serves, you can set specific texture animations to "bounce" mode (or something like that), which would be ideal for the animation you've created. I've never tested it though.

    Quote Originally Posted by Nameless Voice View Post
    Couldn't that be overcome by using smaller textures and then using DDFix's high resolution texture support to replace those textures?
    It's something I've been thinking about. Would kill two birds with one stone, regarding the crashes in SS2 with SHEMP applied. The thought of redoing all those animations though.... arghhh....

  23. #1698
    Quote Originally Posted by ZylonBane View Post
    It's something I've been thinking about. Would kill two birds with one stone, regarding the crashes in SS2 with SHEMP applied. The thought of redoing all those animations though.... arghhh....
    Even tweening and a doubled framerate would look better.

    Of course, someone would have to update all the texture mappings again to reflect the smaller textures size.

  24. #1699
    Damn it, I will have to go on vacation tomorrow, which means no DromEd for a whole week

  25. #1700
    Member
    Registered: Jan 2007
    Location: Germany
    Quote Originally Posted by qolelis View Post
    Damn it, I will have to go on vacation tomorrow, which means no DromEd for a whole week
    I think this is worth to be mentioned here
    Last edited by intruder; 2nd Aug 2009 at 17:23. Reason: to satisfy ZB

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