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BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes?
#446611
10/22/14 23:32
10/22/14 23:32
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
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OP
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Joined: Jul 2008
Posts: 2,107
Germany
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Hello Friends ^^ Maybe theres a reason i dont know, turning this question into a stupid post, but iam shocked about the following. Breaking news for me Applyed some small n simple "bullet - impact - blood - sprites" via at last hit position, to create kind of basic "pain skin" effect. Worked well, looked good, when limited not ( that ) much performance eating. how ever... Then, i added another enemy with same bones but another mesh. Of course i added to share the +-3000 animation frames ( used by all different monsters / meshes ). In short words, did what ent_animatefrom was made for. So now i have two different enemy models, but only ONE animation set / resource / container. so far so nice. After that, a few minutes later, i saw that all placed decals ( on "noanim-mdl-different-mesh-version" ) not moving correct ( like they're using only the shape of "anim-mdl-version" mesh ) with the animation ( ent_animatefrom ). Instead of applying the decal sprites correct to my animated modelmeshes, they seam to use the shape of the animation source entity's mesh only. Does that mean, its not possible to have two different models / meshes with decals ( 4ex blood sprites ) applyed, animated with ent_animatefrom? Kind of senseless?As i said be4, using works like expected. everything is fine then, decals moving with animation frames, placed at correct mesh position / shape. Decals are only correct placed and moved, if the mesh of animated and animation resource entity are the same:
/* ----------------------------------------------------------
----------------------------------------------------------
MDL file with all anims used by monsters : anmsource_WED
MDL file with no anims and different mesh : Monster_WED
to use ent_animatefrom, they have same bones etc of course
----------------------------------------------------------
----------------------------------------------------------*/
.
..
...
ENTITY* ent_anm_source;
action anmsource_WED(){ // applyed to model with ALL animations
ent_anm_source = me;
set (me, PASSABLE | INVISIBLE);
}
// of course, all monster - models have NO (=zero) frames and will be animated via ent_animatefrom.
action Monster_WED(){ // applyed to different models / meshes
while (!ent_anm_source) wait (1); // wait4 anim - res - ent
while (my && ent_anm_source){
my.skill1 += time_step;
my.skill1 %= 100;
ent_animatefrom (me, ent_anm_source, "idle", my.skill1, ANM_CYCLE);
wait (1);
}
}
...
..
.
// ----------------------------------------------------------
// ----------------------------------------------------------
// blood sprites / decals attached like you'll see below
// ----------------------------------------------------------
// ----------------------------------------------------------
.
..
...
c_trace ( ... );
if (you) if (!ent_getdecal (you, 0, 35)){ // limited to 35 attached decals
PARTICLE* p;
p = ent_decal (you, bmap_blooddecalsprite, 1 + random (2), random (360)); // place blood sprite now
}
...
..
.
For my taste, ent_decal is not working like it should. If i overread some remarks please excuse. If not ... this is a bug!...no bug? Then a remark ( "...ent_decal not working with ent_animatefrom AND different meshes..." ) would be very nice. Peace and thanks for all kind of replys!
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes?
[Re: jcl]
#446631
10/23/14 21:05
10/23/14 21:05
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
X
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OP
X
Joined: Jul 2008
Posts: 2,107
Germany
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Thanks for your time / reply. Please, JCL, "fix" this one. If ent_decal wont work with shared animations a lot of things arent possible. Cause now i cant attach decals ( flesh wounds, impacts and and and ) to animated models at all. Cant imagine even a simple FPS - project ( 4ex ) without shared animations. Please imagine, you normally have 3000 - 5000 frames ( common value for a unique type of enemy ). Lets say i only use five different types of Zombies - ( what ever ) bodyshapes / meshes, not that much for my taste. So without ent_animatefrom, cause i want to use decals, i had 25000 frames ( worst case ) for a single n unique enemy. Showing strange "moving" and "clipping" decals, on four of five enemys, to feature shared animations, isnt an option as well. Would love to use ent_decal here instead of some shader workaround. Even if one of the shader guys around provites some basic "painskin shader", iam pretty sure iam not able to combine this shader with the applyed ShadeC material. Looking forward hoping you'll "fix" this issue. Thanks again.MfG
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes?
[Re: rayp]
#446692
10/28/14 12:52
10/28/14 12:52
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Joined: Jul 2000
Posts: 27,986 Frankfurt
jcl
Chief Engineer
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Chief Engineer
Joined: Jul 2000
Posts: 27,986
Frankfurt
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Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes?
[Re: rayp]
#448170
01/22/15 15:46
01/22/15 15:46
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
X
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OP
X
Joined: Jul 2008
Posts: 2,107
Germany
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Hello JCL ( and all members ). Iam wondering when it will be fixed? Soon? Or did i miss a small update version somewhere? Its hard when uve a gore script ready, but u cant use it because of a bug. Have to say, an ugly / bad looking bug too. Thanks for your answer In Love 4ever RayP
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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