@Bwian
Don't know what the issue is with the weapon bone;
I don't ever do anything with weapon/shield bones in
the meshconverter or the animation utilities. I just put
them in .ms3d with zero offsets and read them back out
on the back conversion with the meshconverter. For the
animation utilities they just sort of occupy space but don't
ever get any data associated with them. I'll have to have a look
when I get back from vacation.
@All
Tried GOM's experiment: Here's the flying dwarves.
For some reason they are flailing a lot when they should just be walking
on air. Finally found a good use for convertcastotxt and converttxttocas.
Converted the walk anim to ASCII and just modified the bone_pelvis y values
and then converted back to binary .cas format and rebuilt the packs.
Anyway, long story short. The captain stayed on the ground and the
moment the lines met the dwarves descended and started fighting. Not
definative because of the captain issue but it appears the game is 2D
in collision detection; not 3D. Haven't tried the same thing against
a city wall but maybe tomorrow.
Will try to post a version 1.1 of the animationutilities before I take off.
User's Guide and Tutorial is done, just need to make some neat graphics of
the dwarves and tailed armored_sergeants for cover art and the gee whiz
factor.![]()
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