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Re: Passable models [Re: Kronomanta] #232254
10/20/08 16:34
10/20/08 16:34
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Yeah, I'll take a look, no promises though. smile


[edit] Ahhh, my brain is melting....
I dont think I will be able to help, its just too complex. Possibly over-complex.
If you can list and describe the meanings of the movement_modes and
the jumping_modes it may help, but it dont look good.

Last edited by EvilSOB; 10/20/08 17:08. Reason: Finished investigation.

"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #232393
10/21/08 16:50
10/21/08 16:50
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
Newbie
Kronomanta  Offline OP
Newbie
K

Joined: Aug 2008
Posts: 37
Hungary
Originally, I need a GTA-like controlling system...
and that's the reason I chose the modified Kingdom Hearts code.

But now... I tried to underestand and change how it's needed to be...
So, maybe I'll write a whole new movement system :S using the current camera system.

Re: Passable models [Re: Kronomanta] #232503
10/22/08 02:51
10/22/08 02:51
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
probably worth while, the existung system seems overly complex
to re-us if its someone elses.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Passable models [Re: EvilSOB] #233280
10/27/08 21:06
10/27/08 21:06
Joined: Aug 2008
Posts: 37
Hungary
K
Kronomanta Offline OP
Newbie
Kronomanta  Offline OP
Newbie
K

Joined: Aug 2008
Posts: 37
Hungary
Yeah, finally I did it wink
I can jump perfectly wink

If someone is interested I'll share the code wink

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