Tema: AyudaAaAaA problem : model no camina
  

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  1. #1 AyudaAaAaA problem : model no camina 
    Registrado Avatar de TUVI
    Fecha de Ingreso
    16 Oct, 09
    Mensajes
    138
    bUENo mi problema es simple ... un model lo estoy modificando para que sea gonome pero cuando lo pruebo se queda paradote y no se mueve pero si realiza la animacion run

    la QC del model es


    // 13 animation sequence(s)
    $sequence "idle1" fps 30 loop ACT_IDLE 4
    $sequence "turnleft" "turnleft" fps 20 ACT_TURN_LEFT 1
    $sequence "turnright" "turnright" fps 20 ACT_TURN_RIGHT 1
    $sequence "bigflinch" "bigflinch" fps 22 ACT_BIG_FLINCH 1
    $sequence "attack1" "attack1" fps 15 ACT_MELEE_ATTACK1 5 { event 1 4 } { event 2 9 }
    $sequence "attack2" "attack2" fps 15 ACT_MELEE_ATTACK1 1 {
    { event 3 16 }
    { event 22 0 "{" }
    { event 3 27 }
    }
    $sequence "walk" "walk" LX fps 22 loop ACT_RUN 1 { event 1004 8 "common/npc_step1.wav" }
    $sequence "dieheadshot" "dieheadshot" X fps 18 ACT_DIE_HEADSHOT 1 { event 2001 19 }
    $sequence "dieheadshot2" "dieheadshot2" fps 22 ACT_DIE_GUTSHOT 1 { event 2001 18 }
    $sequence "diesimple" "diesimple" X fps 20 ACT_DIESIMPLE 1 { event 2001 13 }
    $sequence "diebackward" "diebackward" fps 18 ACT_DIEBACKWARD 1 { event 2001 10 }
    $sequence "dieforward" "dieforward" X fps 18 ACT_DIEFORWARD 1 { event 2001 21 }
    $sequence "pause" "pause" fps 15


    y la del gonome es esta :

    // 25 sequences
    $sequence walk "walk" LX loop fps 30 ACT_WALK 1 { event 1004 4 "common/npc_step1.wav" } { event 1011 34 "common/npc_step3.wav" }
    $sequence runlong "runlong" LX loop fps 40 ACT_RUN 2 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 28 "gonome/gonome_step2.wav" }
    $sequence runshort "runshort" LX loop fps 40 ACT_RUN 1 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 28 "gonome/gonome_step2.wav" }
    $sequence idle1 "idle1" loop fps 30 ACT_IDLE 1 { event 1008 1 "gonome/gonome_idle1.wav" }
    $sequence idle2 "idle2" loop fps 30 ACT_IDLE 1
    $sequence victoryeat1 "victoryeat1" loop fps 20 ACT_VICTORY_DANCE 1 { event 1004 20 "gonome/gonome_eat.wav" }
    $sequence eat_loop "eat_loop" loop fps 25 { event 1004 0 "gonome/gonome_eat.wav" }
    $sequence attack1 "attack1" fps 37 ACT_MELEE_ATTACK1 100 { event 1 19 } { event 2 35 } { event 1011 1 "gonome/gonome_melee1.wav" }
    $sequence attack2 "attack2" fps 45 ACT_MELEE_ATTACK1 2 { event 1011 1 "gonome/gonome_melee2.wav" } { event 19 31 } { event 20 41 } { event 21 51 } { event 22 59 }
    $sequence attack3 "attack3" fps 40 ACT_RANGE_ATTACK1 1 { event 3 40 } { event 4 62 }
    $sequence jump1 "jump1" fps 42 ACT_MELEE_ATTACK1 4 { event 1011 1 "gonome/gonome_jumpattack.wav" } { event 10 5 } { event 11 10 } { event 12 15 } { event 13 20 } { event 14 25 } { event 15 30 } { event 16 35 } { event 17 40 } { event 18 44 }
    $sequence diebackward "diebackward" fps 30 ACT_DIEBACKWARD 1 { event 2001 20 } { event 1004 20 "common/npc_step1.wav" } { event 1004 26 "common/npc_step3.wav" } { event 1011 1 "gonome/gonome_death2.wav" }
    $sequence dieforward "dieforward" fps 25 ACT_DIEFORWARD 1 { event 2001 35 } { event 1011 1 "gonome/gonome_death3.wav" }
    $sequence dieheadshot_1 "dieheadshot_1" fps 29 ACT_DIE_HEADSHOT 1 { event 2001 49 } { event 1011 1 "gonome/gonome_death4.wav" }
    $sequence dieheadshot_2 "dieheadshot_2" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 29 } { event 2001 55 } { event 1011 1 "gonome/gonome_death2.wav" }
    $sequence diesimple "diesimple" fps 25 ACT_DIESIMPLE 1 { event 2001 35 } { event 1011 1 "gonome/gonome_death3.wav" }
    $sequence big_flinch "big_flinch" fps 30 ACT_BIG_FLINCH 1 { event 1004 1 "gonome/gonome_pain4.wav" }
    $sequence small_flinch "small_flinch" fps 30 ACT_SMALL_FLINCH 1 { event 1004 1 "gonome/gonome_pain1.wav" }
    $sequence flinch "flinch" fps 30 ACT_SMALL_FLINCH 5 { event 1004 1 "gonome/gonome_pain4.wav" }
    $sequence dead_on_stomach1_1 "dead_on_stomach1_1" fps 10
    $sequence dead_on_back "dead_on_back" fps 10
    $sequence dead_on_stomach1_2 "dead_on_stomach1_2" fps 10
    $sequence dead_on_side "dead_on_side" fps 10
    $sequence sohappy "sohappy" loop fps 35
    $sequence reference_pose "reference_pose" loop fps 30



    Se me ocurrio una idea y junte las dos ( bueno no fucione too) y salio asi

    // 16 sequences
    $sequence walk "walk" LX loop fps 30 ACT_WALK 1 { event 1004 4 "common/npc_step1.wav" } { event 1011 15 "common/npc_step3.wav" }
    $sequence runlong "runlong" LX loop fps 40 ACT_RUN 2 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 15 "gonome/gonome_step2.wav" }
    $sequence runshort "runshort" LX loop fps 40 ACT_RUN 1 { event 1011 13 "gonome/gonome_step1.wav" } { event 1011 15 "gonome/gonome_step2.wav" }
    $sequence idle1 "idle1" loop fps 30 ACT_IDLE 1 { event 1008 1 "gonome/gonome_idle1.wav" }
    $sequence idle2 "idle2" loop fps 30 ACT_IDLE 1
    $sequence victoryeat1 "victoryeat1" loop fps 20 ACT_VICTORY_DANCE 1 { event 1004 20 "gonome/gonome_eat.wav" }
    $sequence eat_loop "eat_loop" loop fps 25 { event 1004 0 "gonome/gonome_eat.wav" }
    $sequence attack1 "attack1" fps 15 ACT_MELEE_ATTACK1 100 { event 1 15 } { event 2 15 } { event 1011 1 "gonome/gonome_melee1.wav" }
    $sequence attack2 "attack2" fps 15 ACT_MELEE_ATTACK1 2 { event 1011 1 "gonome/gonome_melee2.wav" } { event 19 15 } { event 20 15 } { event 21 15 } { event 22 15 }
    $sequence jump1 "jump1" fps 15 ACT_MELEE_ATTACK1 1 { event 3 16 } { event 22 0 "{" } { event 3 27 }
    $sequence diebackward "diebackward" fps 30 ACT_DIEBACKWARD 1 { event 2001 10 }
    $sequence dieforward "dieforward" fps 30 ACT_DIEFORWARD 1 { event 2001 21 }
    $sequence dieheadshot "dieheadshot" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 19 }
    $sequence dieheadshot2 "dieheadshot2" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 18 }
    $sequence diesimple "diesimple" fps 30 ACT_DIESIMPLE 1 { event 2001 13 }
    $sequence pause "pause" fps 15


    PERO IGUAL NO CAMINA !
    xfas ayudeeeeeeeeen
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  2. #2  
    ¡Aguante White Silla! Avatar de Frenchox
    Fecha de Ingreso
    12 Dec, 09
    Ubicación
    Yamaku High.
    Mensajes
    1,740
    Juegos

    Steam ID: Frenchox

    Cita Iniciado por TUVI
    la QC del model es


    // 13 animation sequence(s)
    Cita Iniciado por TUVI
    y la del gonome es esta :

    // 25 sequences
    Cita Iniciado por TUVI
    Se me ocurrio una idea y junte las dos ( bueno no fucione too) y salio asi

    // 16 sequences
    No crees que esta mal sincronizado?

    PD - Esto va en Customizacion.
    Última edición por Frenchox; 15/09/2010 a las 20:39 PM

    Gracias Atenza ♥
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  3. #3  
    Registrado Avatar de Gaucho
    Fecha de Ingreso
    07 May, 10
    Ubicación
    Chaco, Res
    Mensajes
    138
    pera ,las anim las isiste vos?
    para aclarar el tema te digo q tiene q tener 26 anim como el gonome original SI O SI
    para haorrar trabajo metele en los restantes una anim Idle pero el modelo tendria q servir solo para mapas si es de hitboxes diferentes q al gonome , auq tibiera igual tendria q tener las mismas anim
    Leer reglamento de firmas.
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