massimilianogoi on 20/4/2009 at 20:47
Yes, but this marks the fact that the paths are only bidimensional, then :/ And this should be a really stupid thing, in a 3D game.
Beleg Cúthalion on 20/4/2009 at 21:02
Patrols and any AI movement are based on the three-dimensional navigation mesh. So moving those markers will probably never result in anything unless there's a navmesh surface making a difference.
massimilianogoi on 20/4/2009 at 22:17
Not properly.... setting the InitialHavokState to Havok_Flying bypasses the gradient of the soil, the trajectory remains always direct.
Tiens on 23/4/2009 at 04:48
Quote Posted by ShadowSneaker
Tiens had a load of flying furniture in the Oldstone Castle.
Thanks,
Shadow, but it was just an illusion (by the way, I LOVE illusions) and it doesn't suit here.
In case you have ideas where to use this trick, here are all
changed Properties for any Static Mesh Actor that should fly chaotically:
- Actor:
* bNotMoveablePhysics = False
* bNotMoveableRender = False
- Movement:
* RotationRate:
-> Pitch = 0
-> Roll = 0
-> Yaw = 90
- PhysicsAction:
* SwingAction:
-> MaxForce:
=> X = 600
=> Y = 500
=> Z = 700
massimilianogoi on 23/4/2009 at 13:09
Quote Posted by Tiens
Thanks,
Shadow, but it was just an illusion (by the way, I LOVE illusions) and it doesn't suit here.
In case you have ideas where to use this trick, here are all
changed Properties for any Static Mesh Actor that should fly chaotically:
- Actor:
* bNotMoveablePhysics = False
* bNotMoveableRender = False
- Movement:
* RotationRate:
-> Pitch = 0
-> Roll = 0
-> Yaw = 90
- PhysicsAction:
* SwingAction:
-> MaxForce:
=> X = 600
=> Y = 500
=> Z = 700
Hmmm... in the fish doesn't work... maybe in some object animated... I could try... let's see what it happens!
--------------------------------------
updateStrange! This doesn't work neither for the actors like crate.. What I have to use?
massimilianogoi on 23/4/2009 at 16:27
OK people, since today it's my birthday, I wanna make me a gift dedicating all this day to the Thief's world. Before tomorrow you will have a fish with the relative animations. Just tell me where I have to put it. Maybe the Smesh Bros?
Beleg Cúthalion on 23/4/2009 at 18:56
If there's nothing else on the quick... yes, why not. Originally we had the idea of making it a general T3Ed stuff page anyway. Judith's Master Builder Store will surely remain independent but for anything else (altered ini files, new actors – if we will know some day how to import them easily – and so on) it might be worth a thought.
massimilianogoi on 26/4/2009 at 04:41
This is the last copy of my works, zipped. You'll have also the psk-psa files already compiled, just put in the SkeletalMeshes and SkeletalAnimations folder... Maybe the tags will be already present.
(
http://rapidshare.com/files/227258966/fish.zip.html) http://rapidshare.com/files/227258966/fish.zip.html
Remember to put the T3_GEN matlib in your 3dsmax/matlibs folder to have the fish skin visible on 3dsmax. (Matexport->Import...->T3_GEN.mlb->T3_GEN.mat (on 3ds max matlibs folder).
Tiens on 29/4/2009 at 18:36
??? No fish. Are you sure this link is correct?