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Re: Logical Bodytypes[message #264719]
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Mon, 11 October 2010 23:41
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Bio |
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Messages:62
Registered:April 2009 Location: Rhineland-Palatinate/Germ... |
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Sure, why not. From a coding point it would be trivial (just add a new filter criterion for open wounds, then define separate sprites or layers or whatnot that show according to that). You do it!
Seriously, let's stay with the basics for now. Headwear: a steel helmet, a turban, some antlers http://media1.break.com/dnet/media/2010/7/2/78%20Maninmal.jpg (that's obviously a ghillie hat. You'll blend right in with that one!)
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Re: Logical Bodytypes[message #266143]
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Tue, 02 November 2010 02:14
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Bio |
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Messages:62
Registered:April 2009 Location: Rhineland-Palatinate/Germ... |
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Short heads-up. After not being able to do much over the last couple of weeks (save for a couple of hours on the weekends), We made quite a bit of progress over the last couple of days (weekend + Monday was a legal holiday here). Nothing fancy to show yet though. Next step will be to migrate Lobot to a copy of the current 1.13 development trunk. I already did that a couple of weeks ago, but didn't finish after having read somewhere that currently development is not done on the main trunk, but on the MP branch. So I will switch to that one. Will keep you posted.
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Re: Logical Bodytypes[message #289339]
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Thu, 18 August 2011 16:08
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Bio |
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Messages:62
Registered:April 2009 Location: Rhineland-Palatinate/Germ... |
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Not at all. In fact it is actually finished. All left to do would be to migrate it to the stable branch. I simply didn't get around doing it as there didn't seem to be much interest at using the content I provided together with the lobot release. And without content who would have used it?
Btw. I started on a new version with 32bit blitting (+ variable color ranges) and live rendering - hence my insistance on low-poly models in the 3d animation thread. I have a concept, data model and also a prototype for the animated rendering which works quite well, but it is a lot of work left and I will not be able to do invest any substantial amount of time in the forseeable future.
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Re: Logical Bodytypes[message #358851 is a reply to message #358848]
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Thu, 23 January 2020 22:12
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merc05 |
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Messages:90
Registered:January 2013 |
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I used the code from the repository - it's complete and only needs updating to include all new animations the current game has. The actual settings are from the examples that Bio uploaded. The 2 missing xml files Layers.xml and Palettes.xml I had to "reverse engineer" based on the code.
This is how Layers.xml is structured:
<Layers>
<Layer name="body" render="1" shadow="1">0</Layer>
</Layers>
Palettes.xml I left blank for now:
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