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BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? #446611
10/22/14 23:32
10/22/14 23:32
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Hello Friends ^^

Maybe theres a reason i dont know, turning this question into a stupid post, but iam shocked about the following. Breaking news for me frown

Applyed some small n simple "bullet - impact - blood - sprites" via
Code:
ent_decal

at last hit
Code:
target.xyz

position, to create kind of basic "pain skin" effect.
Worked well, looked good, when limited not ( that ) much performance eating. how ever...
Then, i added another enemy with same bones but another mesh. Of course i added
Code:
ent_animatefrom

to share the +-3000 animation frames ( used by all different monsters / meshes ). In short words, did what ent_animatefrom was made for.
So now i have two different enemy models, but only ONE animation set / resource / container. so far so nice.
After that, a few minutes later, i saw that all placed decals ( on "noanim-mdl-different-mesh-version" ) not moving correct ( like they're using only the shape of "anim-mdl-version" mesh ) with the animation ( ent_animatefrom ).
Instead of applying the decal sprites correct to my animated modelmeshes, they seam to use the shape of the animation source entity's mesh only.

Does that mean, its not possible to have two different models / meshes with decals ( 4ex blood sprites ) applyed, animated with ent_animatefrom? Kind of senseless?

As i said be4, using
Code:
ent_animate

works like expected. everything is fine then, decals moving with animation frames, placed at correct mesh position / shape.

Decals are only correct placed and moved, if the mesh of animated and animation resource entity are the same:
Code:
/* ----------------------------------------------------------
   ----------------------------------------------------------
   MDL file with all anims used by monsters  : anmsource_WED
   MDL file with no anims and different mesh :   Monster_WED
   to use ent_animatefrom, they have same bones etc of course
   ----------------------------------------------------------
   ----------------------------------------------------------*/
.
..
...
ENTITY* ent_anm_source;
action anmsource_WED(){ // applyed to model with ALL animations
   ent_anm_source = me;
   set (me, PASSABLE | INVISIBLE);
}
// of course, all monster - models have NO (=zero) frames and will be animated via ent_animatefrom.
action Monster_WED(){ // applyed to different models / meshes
   while (!ent_anm_source) wait (1); // wait4 anim - res - ent
   while (my && ent_anm_source){
      my.skill1 += time_step;
      my.skill1 %= 100;
      ent_animatefrom (me, ent_anm_source, "idle", my.skill1, ANM_CYCLE);
      wait (1);
   }
}
...
..
.
// ----------------------------------------------------------
// ----------------------------------------------------------
// blood sprites / decals attached like you'll see below
// ----------------------------------------------------------
// ----------------------------------------------------------
   .
   ..
   ...
   c_trace ( ... );
   if (you) if (!ent_getdecal (you, 0, 35)){ // limited to 35 attached decals
      PARTICLE* p;
      p = ent_decal (you, bmap_blooddecalsprite, 1 + random (2), random (360)); // place blood sprite now
   }
   ...
   ..
   .



For my taste, ent_decal is not working like it should.
If i overread some remarks please excuse.
If not ... this is a bug!...no bug? Then a remark ( "...ent_decal not working with ent_animatefrom AND different meshes..." ) would be very nice.

Peace and thanks for all kind of replys!


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: rayp] #446617
10/23/14 11:00
10/23/14 11:00
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
This is indeed quite possible. Proably a decal can only be animated on a mesh with an individual animation. I'll look into this and will add the remark to the manual if necessary. I'll also check if this has some crucial reason or can be changed.

Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: jcl] #446631
10/23/14 21:05
10/23/14 21:05
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Thanks for your time / reply.

Please, JCL, "fix" this one.
If ent_decal wont work with shared animations a lot of things arent possible. Cause now i cant attach decals ( flesh wounds, impacts and and and ) to animated models at all. Cant imagine even a simple FPS - project ( 4ex ) without shared animations.
Please imagine, you normally have 3000 - 5000 frames ( common value for a unique type of enemy ). Lets say i only use five different types of Zombies - ( what ever ) bodyshapes / meshes, not that much for my taste. So without ent_animatefrom, cause i want to use decals, i had 25000 frames ( worst case ) for a single n unique enemy.
Showing strange "moving" and "clipping" decals, on four of five enemys, to feature shared animations, isnt an option as well. Would love to use ent_decal here instead of some shader workaround. Even if one of the shader guys around provites some basic "painskin shader", iam pretty sure iam not able to combine this shader with the applyed ShadeC material. frown

Looking forward hoping you'll "fix" this issue.
Thanks again.
MfG


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: rayp] #446692
10/28/14 12:52
10/28/14 12:52
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Yes, it will be fixed.

Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: jcl] #446887
11/03/14 20:57
11/03/14 20:57
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Thanks alot!
Iam really happy you'll fix that ( mighty brain - ) bug.

Greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: rayp] #448170
01/22/15 15:46
01/22/15 15:46
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Hello JCL ( and all members ).

Iam wondering when it will be fixed?
Soon?
Or did i miss a small update version somewhere? shocked

Its hard when uve a gore script ready, but u cant use it because of a bug. Have to say, an ugly / bad looking bug too. frown

Thanks for your answer
In Love 4ever
RayP


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: rayp] #448377
02/02/15 16:24
02/02/15 16:24
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Never wait. Write your scripts for the current version. We do issue interim bugfixes in urgent cases, but only for "showstoppers". Decals on cloned animation will be supported in the next update, but I can not give a release date yet.

Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: jcl] #459482
05/23/16 17:05
05/23/16 17:05
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
It seams the bug still exist.
Will it ever be removed ?

Thanks


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: rayp] #459572
05/26/16 09:51
05/26/16 09:51
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Yes, decals still do not support cloned animation. It was scheduled for the last update, but postponed to the next one since it turned out to be rather complex.

Re: BUG? ent_decal does NOT work with ent_animatefrom + dif. meshes? [Re: jcl] #459683
05/30/16 20:48
05/30/16 20:48
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Already guessed it would be complex yes.
Well hope ull fix it, this bug kills some nice ( todays standard ) features.

Thanks for your time and anwser btw.
Greets

Last edited by rayp; 05/30/16 20:48.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
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