Product Chat / Animated characters

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TattieBoJangle
10
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 13th May 2014 23:25
I am wondering when it will be possible to import/use our own Animated characters.





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Emrys
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Joined: 4th Nov 2013
Location: UK
Posted: 13th May 2014 23:40 Edited at: 13th May 2014 23:41
I've been wondering this also but I would have thought we should be able to do this v7.



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almightyhood
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Posted: 13th May 2014 23:43
I hope its v7 lol, as I have heard it now that the horror pack will not have characters in it on release .

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TattieBoJangle
10
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Location: United Kingdom
Posted: 13th May 2014 23:50
i hope so to would be nice to mess about with our own stuff until new characters comes out.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tomjscott
User Banned
Posted: 13th May 2014 23:53 Edited at: 13th May 2014 23:56
I would be interested in knowing what the current options we have for animated .x files. There already appears to be some support for this because there are animated doors and gates and the fpe file specifies what the animation ranges are. However, I haven't found a 3rd party .x file yet that will actually animate in FPSCR. It would be nice to know why this is the case and what can be done about it to get them to work.
TattieBoJangle
10
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Location: United Kingdom
Posted: 14th May 2014 04:07 Edited at: 14th May 2014 05:46
This is how far i can get with my models













PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tomjscott
User Banned
Posted: 14th May 2014 05:44
Looks cool. I wish I knew a way to get my 3rd party .x models to animate. They just stand there and do nothing. But at least they don't crash.
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 14th May 2014 15:03
Great characters. A giraffe, now you can make a fan game of Last of Us!



V1.007 will give you the power to make these move!

Development Director

TGC Team
TattieBoJangle
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Location: United Kingdom
Posted: 14th May 2014 18:05 Edited at: 15th May 2014 03:04
Great news Rick i was hopping that but want sure.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 15th May 2014 02:15
LUA commands for animating and moving your entities:



MoveUp(entity index,amount) - move the specified entity upwards by amount

MoveForward(entity index,amount) - move the specified entity forward by amount

MoveBackward(entity index,amount) - move the specified entity backward by amount

ModulateSpeed(entity index,speed) - alter the move and animation speed of entity

SetAnimation(entity index) - set an animation index value for later use

SetAnimationFrames(entity index,v) - set an animation range for later use

PlayAnimation(entity index) - play the animation index or range as previously set

LoopAnimation(entity index) - loop the animation index or range as previously set

StopAnimation(entity index) - stop the animation for the specified entity

SetAnimationSpeed(entity index,speed) - set the animation speed of the entity

GetAnimationFrame(entity index) - get the animation frame number from the entity

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tomjscott
User Banned
Posted: 15th May 2014 02:19
Those are great commands and I can't wait to get my hands on them, but why no rotate? It's going to be pretty clunky if the object can only move forwards/backwards/up/down, but only be facing a single direction.
LeeBamber
TGC Lead Developer
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Location: England
Posted: 15th May 2014 02:30
@tomjscott : Fair point Anyone else planning to use rotation in LUA?

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TattieBoJangle
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Location: United Kingdom
Posted: 15th May 2014 02:58
Ahh nice thanks for the commands lee and i have a few uses for rotation





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Uman
GameGuru TGC Backer
19
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Joined: 22nd Oct 2004
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Posted: 15th May 2014 10:49
Rotation would be very useful I would have thought.



Surely there is need for more. e.g. move sideways? even move at angle perhaps unless a combination of forward and sideways (strafe) could achieve that.



There must be others I am sure users will find need for without doubt.



In any case Rotate would be good Yes.



Emrys
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Location: UK
Posted: 15th May 2014 10:54
I could do with rotate as well, finish off and idea I have nicely !



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JC LEON
14
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Joined: 22nd Apr 2010
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Posted: 15th May 2014 16:23
yes for roatate too
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tomjscott
User Banned
Posted: 15th May 2014 16:59 Edited at: 15th May 2014 17:22
Quote: "Surely there is need for more. e.g. move sideways? even move at angle perhaps unless a combination of forward and sideways (strafe) could achieve that."




Good point and it makes me wonder why we are getting functions like move forward/back and move up/down. Why not just be able to getxyz and setxyz? That combined with rotation commands getxyzrot and setxyzrot then you could move an entity any way you want. I don't mean to sound rude or anything, but these are basic concepts from day one of 3D programming.



Edit: Based on your vision statement and myself being a senior software engineer and 3D programmer, I am one who is going to kick you in the pants from time to time and hold you to a higher standard. I am behind this product 100% and want it to be the best it can be.
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 16th May 2014 23:04
@tomjscott : When using a physics system, you cannot simply 'set' a position in real-time without a performance penalty. Instead you apply forces and motion to the object to move it elegantly through the physical geometry in very small increments. The eff
tomjscott
User Banned
Posted: 17th May 2014 03:34
Quote: "Given the feedback on this thread, I have added ROTATION and SETPOSITION to the list. You can GET position using g_entity[e]['x'], e.t.c."




Thanks, it is much appreciated. I will make great use of this in my contest entry.

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