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Форум TeamX » English Forum » Problem: Fallout critter movement animations (Any detailed documents describing how it works?)

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mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

The FIFE team currently tries to integrate proper movement of Fallout critters into the engine. However we did run into some problems :-/

Is there any formula that Fallout uses to find out how many frames of a critter animation to display while walking from one hex field to another one next to it? Not all walk animations got the same frame count so I guess the FRM files contain some information similar to the action frame that animations like the shooting or opening doors animations use. But walking and running animations use 00 00 (hex values) for the action frame offset.

Maybe some TeamX member got a Russian doc lying around how the movement system works for running and walking but it's not translated to English yet. Please help us if you know how the system works.

Could anyone of the teamX members translate this post to Russian and post at the Russian part of this forum. Thanks for your help :-)

Отправлено: 22:24 - 23 Окт., 2006
Perceptron
Модератор

Откуда: Ivanovo
Регистрация: Май 2003

Всего: 502 сообщения

Offset 0x0006 (2 bytes) in FRM file is Action Frame Number.

Отправлено: 13:04 - 28 Окт., 2006
mvBarracuda
Member

Откуда: Dresden / Germany
Регистрация: Апр. 2004

Всего: 21 сообщение

I know Perceptron.

But the walk and run animations use 00 as byte value for the action frame offset. That means the information we're searching for is either hardcoded in the Fallout2.exe OR it is hidden somewhere else in the FRM files. The action frame offset does _NOT_ influence the walking animations.

Отправлено: 14:16 - 28 Окт., 2006
 

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