egg_final.blend : https://drive.google.com/file/d/0B_q1Py ... sp=sharing
egg.iqm : https://drive.google.com/file/d/0B_q1Py ... sp=sharing
iqm anim list: idle:1:90::,construct:0:200::,attack:0:350::,pain:0:30::,destroy:0:182::,destroyed:0:1::
Egg
Egg
Re: egg
Egg works fine. Spawn animation should be called "spawn" not "attack". Also, spawn animation may need to be adjusted based on how we implement the particle effects.
Re: egg
attack -> spawn: pew-pew-pew
https://drive.google.com/file/d/0B_q1Py ... sp=sharing
Re: egg
Thanks.
Any animation changes or just the rename? If its just rename, I renamed it myself. I was just letting you know.
Re: egg
Only name changing. Well, at least i will not forget to rename it next time.
Re: egg
tested animations ingame. Is it possible to start spawning animation a little bit earlier(to match egg hatching with actual "birth" of unit)? I'll check iqm format to see if there is anything like frame-tags there, having those would be awesome. And construct animation didn't seem to work, though it was devmap, it looked like building appeared instantly without construction delay.
Re: egg
Ok, they left some space for extensions(iqmextension), i bet we can utilize that! But that will require exporter modification and iqm parser in engine... We can discuss it in irc :D
Re: egg
gavlig wrote:tested animations ingame. Is it possible to start spawning animation a little bit earlier(to match egg hatching with actual "birth" of unit)?
That would be my job. There are a few more things to fix/change with regards to gameplay, so don't expect it this release. I guess we can release the model with a disclaimer anyway.
gavlig wrote:I'll check iqm format to see if there is anything like frame-tags there, having those would be awesome.
Agreed, even though it would hardly help with matching the gameplay to the animation since the animation would only be played on the client and the time of hatching is decided by the server.
gavlig wrote:And construct animation didn't seem to work, though it was devmap, it looked like building appeared instantly without construction delay.
I think this just happens sometimes in devmap mode, with all buildings. Not sure if worth a bugreport, your call.
The regrow part of the animation (after birth), could you extend it to be ten seconds minus the time that the start of the hatching animation takes (up to birth)? That way we can loop one lifecycle while the egg recovers and the granger has visual feedback on the hatching activity ("Are there enough eggs?"). (Note that the telenode has some lights on the front that could potentially be used to countdown its cooldown.)
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction