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Re: Arachnoid---free Model [Re: ello] #108480
01/22/07 14:39
01/22/07 14:39
Joined: Apr 2004
Posts: 320
TheGameMaker Offline OP
Senior Member
TheGameMaker  Offline OP
Senior Member

Joined: Apr 2004
Posts: 320
well.. first: thx for all the nice commends!
the animations are done in Max, the secret is to dajust the animation curves so that they are smooth... and that can be done in most every programm(Blender etc)

The lightsetup was done with 1 light per orange lamp, and 1 per blue panel..
(the pic above is rendered in Max, not ingame, sry) the lamps got some selfillumination, which is rendered as a second pass. This was blurred, and screen-composited to the final image..In PS CS2 I added some "lensblur" with the depth pass... thats all..

why I don´t sell it?? well.. I´m very impressed by everyone making a lot of work avaidable for free. And this community helped me alot while I was a Noob, so I want to contribut to the community...

The rotation problem is simple to solve.. just rotate the model in med ....
And the animations work very well with the A6 Templates...

TGM

Re: Arachnoid---free Model [Re: TheGameMaker] #108481
01/22/07 18:45
01/22/07 18:45
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Hey this is a small contribution of my side
Its a simple KI script for the moddel test it!
Code:
 function angriff_spider
{

var attack_percentage;
var spider_bottom;
var spider_head;
while(my.health > 0)
{
if(vec_dist (my.x, player.x) < 500)
{
attack_percentage = 0; // reset the "attack" animation frames

while (attack_percentage < 100)

{

vec_for_vertex (spider_head, my, 424); // sword tip vertex - get the value in Med

vec_for_vertex (spider_bottom, my, 619); // sword base vertex - get the value in Med

if (c_trace (spider_bottom, spider_head, ignore_me | ignore_passable) > 0) // the enemy has hit something?

{

if (you != null && you == player)

{

you.health -= 0.5 * time_step; // if the player has hit an entity, decrease its health

}

}

ent_animate(my,"attack", attack_percentage, null);

attack_percentage += 6 * time_step;

wait (1);

}
}
wait(1);
}

}

action spider
{
var enemy_distance;
my.enable_impact = on;
wait(1);
my.min_x = -20;
my.min_y = -20;
my.max_x = 20;
my.max_y = 20;
my.polygon = on;
move_mode = ignore_passable+glide;//ignoriert passierbare Blocks und Entities
my.health = 500;//Ich habe 500 Lebenspunkte

while (my.health > 0)//solange ich lebe
{
my.event = angriff_spider;
//wenn der player näher als 800 quants ist, laufe auf ihn zu
if (vec_dist (my.x, player.x) < 1000 && player.health > 0)&&(vec_dist (my.x, player.x))
{

if(my.skill5 == 0){my.skill5 = 1; vec_set(temp, player.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan, temp);
enemy_distance.x = 10 * time;

//schwerkraft, gravity
vec_set (temp, my.x);
temp.z -= 1000;
trace_mode = ignore_me + ignore_passable + use_box;
enemy_distance.z = -trace (my.x, temp);

//bewege mich, move
move_mode = use_box;//ignoriert passierbare Blocks und Entities
ent_move(enemy_distance, nullvector);
ent_cycle("walk", my.skill4); //Laufanimation
my.skill4 += 3 * time; // "Animationsgeschwindigkeit
if (my.skill4 > 100) {my.skill4 = 0;} //wiederhole animation
}

//wenn der player weiter weg ist, stehe nur doof rum
if (vec_dist (my.x, player.x) > 10000)
{
my.skill5 = 0;
ent_cycle("stand", my.skill4);//stehanimation
my.skill4 += 3 * time;
if (my.skill4 > 100) {my.skill4 = 0;}
}
wait (1);
}
//wenn das monster tot ist
my.skill4 = 0;//animation zurücksetzen
my.tilt = 0;//ich stehe senkrecht zum boden
while (my.skill4 < 80 && my.alpha > 1)
{
my.passable = on;//man kann einfach durch ihn durchlaufen
ent_cycle("death", my.skill4);// spiele sterbeanimation
my.skill4 += 1.5 * time; // Animationsgeschwindigkeit
wait (1);
}
}



Regards
Aztec

PS: Will upload a video if possible

Last edited by aztec; 01/22/07 19:33.

Visit:
schwenkschuster-design.de
Re: Arachnoid---free Model [Re: aztec] #108482
01/22/07 19:16
01/22/07 19:16
Joined: Apr 2004
Posts: 320
TheGameMaker Offline OP
Senior Member
TheGameMaker  Offline OP
Senior Member

Joined: Apr 2004
Posts: 320
coole sache...

aber:

my.pig=on; ??
if(my.skill5 == 0){my.skill5 = 1;}// lache fies (evil laugh),wenn er den player entdeckt???
ich denke, da wars du nicht ganz so genau mit dem löschen unnötiger zeilen ^^

probier ich gleich mal aus
TGM

Re: Arachnoid---free Model [Re: TheGameMaker] #108483
01/22/07 19:33
01/22/07 19:33
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
ups du hast recht ein paar sachen sind nicht gelöscht worden^^
es sollte aber trotzdem funktionieren
Ich edite schnell mal


Visit:
schwenkschuster-design.de
Re: Arachnoid---free Model [Re: aztec] #108484
01/22/07 20:07
01/22/07 20:07
Joined: Apr 2004
Posts: 320
TheGameMaker Offline OP
Senior Member
TheGameMaker  Offline OP
Senior Member

Joined: Apr 2004
Posts: 320
und damit es mit den Templates funzt muss health durch _HEALTH ersetzt werden..


I´m sorry, I found a logic failur in the walk animation.. I´m currendly fixing it, and I´ll upload the fixed version when its done..

Re: Arachnoid---free Model [Re: TheGameMaker] #108485
01/22/07 20:25
01/22/07 20:25
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

Expert
aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
Ja okay ich benutze halt nicht die templates ^^
gut zu wissen, dass du die Laufanimation noch ändern willst
Mfg
Aztec


Visit:
schwenkschuster-design.de
Re: Arachnoid---free Model [Re: aztec] #108486
01/23/07 16:09
01/23/07 16:09
Joined: Apr 2004
Posts: 320
TheGameMaker Offline OP
Senior Member
TheGameMaker  Offline OP
Senior Member

Joined: Apr 2004
Posts: 320
laufani ist schon geändert, an dem timeing etc hat sich aber nichts geändert, wenn ich zuhause bin, lade ichs hoch..

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