Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
New models format
#5
Ok, such animations (like pointing an alien) would be impossible (or very hard) to implement in this case. Such spinning would be possible (just like in Blender, start keyframe, end keyframe for every part mesh), but I've another (maybe better) idea, but it will require some changes.
Crashboxes, textures, meshes are already in newest model format (https://github.com/colobot/colobot-data/...9f2c8d5161), my format doesn't apply to these models, they're will be imported to final in-game model with some additional informations like lights.
Spoiler :
[Image: unknown.png]


Messages In This Thread
New models format - by tomangelo - 07-17-2015, 05:33 PM
RE: New models format - by RaptorParkowsky - 07-17-2015, 06:28 PM
RE: New models format - by tomangelo - 07-18-2015, 12:21 AM
RE: New models format - by RaptorParkowsky - 07-18-2015, 11:05 AM
RE: New models format - by tomangelo - 07-18-2015, 12:04 PM
RE: New models format - by piotrdz - 07-19-2015, 12:15 AM
RE: New models format - by tomangelo - 07-19-2015, 01:22 AM
RE: New models format - by krzys_h - 07-19-2015, 08:25 AM
RE: New models format - by tomangelo - 07-19-2015, 12:41 PM
RE: New models format - by RaptorParkowsky - 07-19-2015, 12:52 PM
RE: New models format - by tomangelo - 07-19-2015, 02:16 PM
RE: New models format - by krzys_h - 07-19-2015, 06:00 PM
RE: New models format - by tomangelo - 07-19-2015, 06:21 PM
RE: New models format - by piotrdz - 07-19-2015, 07:44 PM
RE: New models format - by RaptorParkowsky - 07-19-2015, 08:58 PM
RE: New models format - by tomangelo - 07-19-2015, 09:02 PM
RE: New models format - by RaptorParkowsky - 07-19-2015, 09:19 PM
RE: New models format - by tomangelo - 07-19-2015, 09:39 PM
RE: New models format - by Krux - 07-04-2016, 10:24 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)