Flux on 15/2/2008 at 13:15
Nothing of importance here but I was just having some fun.
If you add a cat and change it's skeletal tag to femaledress it exactly acts like a cat in a female mesh in the game. So it must be really easy to change ai meshes once you can import. Does it mean cat and female animations have the same tag like "run away once scared"?
Because she runs away in human animations without any anomalies but producing meow sound along the way.
Also renderscale on ai work like unreal engine.:joke:
Say hello to midget hammer archer:
Inline Image:
http://images.bittersense.com/midget5.jpgGiant meshes are also possible but after some larger scale they have trouble finding room to chase garrett. Also be sure to scale down/up ai parts as well. They can patrol as well in their new scale.
clearing on 15/2/2008 at 13:20
:cheeky: :thumb:
Judith on 15/2/2008 at 15:31
Nice! Way to go for missions like "Garret's nightmare" with some giant Hammers chasing him over giant compound, smashing him with their enormous weapons :eek: :cheeky:
Beleg Cúthalion on 15/2/2008 at 15:53
...or a new version of Constantine's mansion. I finally played Krellek's Labyrinth a few days ago to make a rope arrow video and was again flabbergasted by those sickness-causing twisted rooms – they simply look so real. :eww: Now we can rebuild the little and the big world.
massimilianogoi on 19/2/2008 at 21:36
Quote Posted by Flux
Nothing of importance here but I was just having some fun.
If you add a cat and change it's skeletal tag to femaledress it exactly acts like a cat in a female mesh in the game.
LOL
Real funny! :laff: But for this were not enough to change the AI voice to cat? :laff:
And the fun is not finished!! Try to kill her, and you'll see some kind of dance and, lastly, a girl in perfect trance! hahaha
Beleg Cúthalion on 7/11/2008 at 10:10
Rise from the dust, live, talk, walk and obey!
I thought about it yesterday: We have rust mites, can we make them bigger, greener, more aggressive and spider-like?
Judith on 7/11/2008 at 10:23
Not a bad idea, making a high-res spider skin shouldn't be a problem, you'll have to think about combat behavior though.
Martin Karne on 9/11/2008 at 01:46
Tried to do that to scale down some door arches, but it made a collision invisible brush and impossible to pass through the door portal.
ShadowSneaker on 9/11/2008 at 04:29
Drawscale only makes things appear to be bigger or smaller. They are really still the same size as usual. It is useful for things that you aren't able to touch like wall decorations, vault ceiling supports or windows. Things that are out of the players reach.
SS
Beleg Cúthalion on 9/11/2008 at 08:29
...though you can fake the collision with invisible static meshes instead (and maybe set the...movement? it was among the movement properties AFAIK... to physics_none).