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Re: Passability questine. [Re: Random] #351871
12/29/10 02:16
12/29/10 02:16
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Joined: Aug 2007
Posts: 1,922
Schweiz
Quote:

hahaha, youre right, but im not sure if anybody else is going to try this

You mean the workshop? That was the first thing that i do when i was beginning with lite c. Everyone have to do this to learn the basics of scripting. The most people here in the forum do that, why you not????

Last edited by Widi; 12/29/10 02:17.
Re: Passability questine. [Re: Widi] #351938
12/29/10 22:09
12/29/10 22:09
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
No, no.
I meen the Locomotion System grin



Re: Passability questine. [Re: Random] #352745
01/05/11 18:19
01/05/11 18:19
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
This and list of really great features will be never add to GS... cause now one cares about it...
They can only say, you can make a workaround or you can make that yourself...


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Re: Passability questine. [Re: 3run] #352748
01/05/11 18:29
01/05/11 18:29
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
User
T

Joined: Nov 2008
Posts: 946
You CAN do that yourself - it's not that easy, but it ain't too hard either. JCL gave a good hint, so where the hell is the problem? You can realize ANY of the features in the vid with ent_animate, ent_blendpose, ent_bonerotate and the other functions.

Re: Passability questine. [Re: the_clown] #352749
01/05/11 18:30
01/05/11 18:30
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
So im working all the time at this.
I think sometime I will have it grin
and share it.



Re: Passability questine. [Re: Random] #352750
01/05/11 18:36
01/05/11 18:36
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
the_clown, same way you can say:
You CAN make new engine from scratch yourself - it's not that easy, but it ain't too hard either...


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Re: Passability questine. [Re: 3run] #352752
01/05/11 18:41
01/05/11 18:41
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Making a new engine is a hassle. Making adjustments to the positions of some of your bones based on a c_trace or two is far simpler.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Passability questine. [Re: JibbSmart] #352753
01/05/11 18:47
01/05/11 18:47
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
I wasn't talking about which of them is simpler... (Didn't really compare them in that way)
I'm talking about that you CAN make that too... Even if it's harder!
Guess why most of GS (and all other engines) are using them and not making they own engines from scratch?
Cause using already made and tested (working) engine is more convenient (not having enough knowledge is second reason)!
Same as existing ready made features as the one that Random showed as.
That way it's more convenient and faster to make games!

TRACER




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Re: Passability questine. [Re: 3run] #352756
01/05/11 19:04
01/05/11 19:04
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Random posted a question as to whether it's possible, and is presumably still having a good go at it.

You're requesting it as a built-in feature, but I personally think that's too much to ask. We have plenty of bone-manipulation functions and lightning-fast bones animation, as well as a trace system. What more do you want?

How would it work as a "built-in" feature with different bone names, level types (block or model? And then which models do we ignore?) and animation systems (users blend animations in all sorts of different ways)? Perhaps it could be a feature for users who stick by certain guidelines and naming conventions, but it doesn't fit with the work-flow of GS, IMHO.

As I see it, this is a cool trick for users to be trying. It's not worth time that could be spent improving the engine itself in more useful ways.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Passability questine. [Re: JibbSmart] #352833
01/06/11 11:08
01/06/11 11:08
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,377
Caucasus
Dude, you know, you have your own opinion about thing, same as I do have mine. And for you may be it'll much easier to program adaptation legs to ground (which is really a smallest part of the tool that Random showed us) but that wouldn't be same easy for newbies. BTW did you watch video? I guess you didn't, if you are asking such silly questions about different bone names and so on... Or you just watched begging. Just watch the video, you'll see that feature like that can be made as a "built-in" very easily. It's already in Unity, and a lot of users are using it with easily!


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