[mrel] Project X Resource Tower
Maus
Join Date: 2002-11-03 Member: 5599Members
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Looks really funky...
However, in anyway, nicely done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
:o
I completely forgot that animations behave differently online and in LAN games. I only tested it on a lan.
Anyways. My first post back. This is awesome. It's only been a week but it seems like ages. I think the texture work is great and the animations are pulled off quite nicely. Good job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
They are for now. I'll try to fix it tomorrow, but if the problem is what I think it is, it's entirely possible it could stab the whole project in the eye. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Hope you get it fixed!
(1) The animation uses too many frames, and the engine loops the animation after x number of frames. That could be fixed by shortening the animation, but would make it less smooth.
(2) The animation took too long to play, and the engine triggers the animation at set intervals, instead of using the animation loop in the model. The only way to fix this would be to speed it up.
It's answer #2, and speeding it up looks terrible.
Project X takes a bullet in the face.
PLEASE GET IT FIXED, im sure you can figure it out. It dosnt matter if the animations are a bit more choppy.
/me ponders hanging self with a length of licorice
EDIT:
Cut a few frames out. Only a few so it looks only a bit jumpy, but you get used to it after a while.
<img src='http://members.aol.com/dryfeld/cs/pump.gif' border='0' alt='user posted image'>
Double speed, and already starting to look silly:
<img src='http://members.aol.com/dryfeld/cs/pump2.gif' border='0' alt='user posted image'>
I lost the animated gif of the triple speed one, and that's how fasst it'd have to be to not jerk. Trust me - it looks ridiculous. I'm really not sure what I can do to save the model.
Yea exactly, good to see you finally finished it.
What I mean is not changing <i>the speed</i> at which the frames are played but perhaps also helping it by <i>removoing frames</i>. THat might get it close enough to the limit without harming quality too much.
...
Might <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
In the time it takes for the normal RT to do its thing, do this with your res tower:
-First, it's breathers will drop down quickly
-Second, they will come up only to a third or a fourth of their maximum height
-Thirdly, they will drop back down quickly
-Rinse and repeat this method 3 times in total
So it should go out something like this in one animation cycle:
1 Full extention/retraction
AND THEN
2 or 3 one-fourth extentions/retractions
All in one animation cycle...I hope it could possible save it...me hopes
Hell, you could do an entire pack! Project X Frontiersmen, using the latest technology to get owned by aliens!
^¬_¬^
A little big.
Is its animation just too long or what?