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#1
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary ![]() |
I only tried the Pit Fiend animation so far, and it looks truly nice in-game.
There is one annyoing problem with it though, it's "speed". The animation speed is quite slow, definitely slower than it originally was in NWN - the framerate should be increased at least by 50% to get the ideal result. This brings up multiple problems: - the creature moves very slow, as if under the effects of a Slow spell. On the other hand, his actions happen at normal speed, causing the animation to be unsynchronized with them. Example: while the Pit Fiends swings one with his arm, the target gets hit at least two times. - somehow the animation doesn't react to movement increase. If I add an effect to the .cre file to increase it's movement rate by 50% for example, the result is far from perfect - while the creature will get faster to it's target, it's movement animation won't get any faster (e.g. it will move at the very same speed, but to a greater distance than before). This looks as if it would use a skate, sliding from one place to another. As a summary, it would be most useful to have the base framerate of these bams increased by a significant percent to get a normal movement speed/animation for the creature. ![]() -------------------- |
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#2
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![]() don't touch me.....I might catch somethin' Retired team member Posts: 63 Joined: 11-June 05 ![]() |
Well there isn't much I can do about the foot circle unless I override an existing creature. I have other 'big' creatures that will be needing the big foot circles. Unless of course galactygon wants to incorporate them into his beastial animations.
as for the projectiles. Heres the thing...in order to contain the entire animation of these BIG creatures the frames need to be 255x255.(bioware got around this by limiting each frame in an animation to just the actual animation itself((cropped images))...but I don't have anything that can do that automated...so I would have to hand crop each and every frame...then figure out the center horizontal and vertical for each of these cropped frames...that would be alot of work....far too much for me to concieve doing alone. Projectiles will always head to the top-left corner of the animation frame. now in order to fix that the animations would have to be significantly smaller and I felt it was more important to have a somewhat life-size animation and for that I had to trade off the projectile problem. i know it's kind of annoying (i noticed it myself) but I can't really figure a easy-to somewhat easy way around these problems. |
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Lo-Fi Version | Time is now: 11th April 2025 - 01:54 AM |