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Current Projects
Topic Started: Feb 15 2014, 07:38 AM (241,622 Views)
HENDRIX
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-retired-

The current version is already constructed to work for foliage. There is also and XML file with the stuff you have add to your foliage or animal, the qualifier and the skin controller.
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Iben
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There'll be no foot-walking! Just air-flying!

HENDRIX
Feb 26 2016, 04:02 PM
The current version is already constructed to work for foliage. There is also and XML file with the stuff you have add to your foliage or animal, the qualifier and the skin controller.
What slightly concerns me about foliage is the potential lag. :P It's the same reason why I never opted for growing trees, simply because a huge amount of entities morphing at more or less the same time would probably make our fragile little ZT2's engine flip out xD At least, given the insane amount of foliage items most of us place. Of course, when it's restricted to skins I guess the lag might not be that bad; so I'm certainly interested in running a few tests with it !

Great job on it anyway, I'm glad to see that some progress was made on this ! Seasonal variations are something that will certainly enhance the game and bring it to the next level. I'm really looking forward to experiment with this. :D
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HENDRIX
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Wow I lured ludozoo and milchman into my thread :P

The entities stay the same, no morphing. The only downside is that they need an AI thinker thing and a need for the month, as it's not possible to access the global month variable through the skin controller. So the script gets that variable, converts it and adjusts the monthval need accordingly on placement. After that the need increases, and the next year the script resets it again.

It would be more elegant to restrict the need and thinker to foliage that actually changes skins rather than set it on the classes. This way it's more user friendly, though. Probably performance is more important...
Edited by HENDRIX, Feb 26 2016, 04:27 PM.
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Iben
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There'll be no foot-walking! Just air-flying!

HENDRIX
Feb 26 2016, 04:23 PM
Wow I lured ludozoo and milchman into my thread :P

The entities stay the same, no morphing. The only downside is that they need an AI thinker thing and a need for the month, as it's not possible to access the global month variable through the skin controller. So the script gets that variable, converts it and adjusts the monthval need accordingly on placement. After that the need increases, and the next year the script resets it again.

lol, I lured them to this topic after telling I was interested in your latest invention xD

Anyway, yes, if you only go for skins than indeed you're not morphing; though I assume that switching skins has never really been tested on such a big level. Again, it's something I really want to test :P

It's not that I want to undermine your achievements, because I certainly want to go through all its possibilities, it's just that I've always been sceptic and hesitant skin/mesh changes in foliage simply because of lag issues. But then again, I have never tested it out, so it might be a good time to do so. xD
Edited by Iben, Feb 26 2016, 04:33 PM.
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HENDRIX
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I figured that. ;D

Yeah only testing will tell. I have no clue how much the additional AI contributes to lag.
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milchman
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HENDRIX
Feb 26 2016, 04:23 PM
Wow I lured ludozoo and milchman into my thread :P

The entities stay the same, no morphing. The only downside is that they need an AI thinker thing and a need for the month, as it's not possible to access the global month variable through the skin controller. So the script gets that variable, converts it and adjusts the monthval need accordingly on placement. After that the need increases, and the next year the script resets it again.

It would be more elegant to restrict the need and thinker to foliage that actually changes skins rather than set it on the classes. This way it's more user friendly, though. Probably performance is more important...
true, its been a while sine our last talk DM, but be assured that i always follow your proects,
and especially in this case id like to see where this thing ends ;-)

but just to clarify, with this code its not neccessary to place all animals at the same time? i mean an animal thats bought in summer has the same sense for the seasons as an animal that was bought in winter?
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HENDRIX
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Exactly, the script will adjust the month need accordingly. The only thing that could go wrong is if the animal is immediately distracted after being placed, that means the task to configure the month need is not run.
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the dark phoenix
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King of wonderlandia

Hendrix do you know of anything that conflicts with your wels catfish? I've been trying to regain downloads I lost in june and something recently made it so the name doesn't show up.

Also IDK if this is due to aves or RR but the RR ostrich male is large while the female is small.

I have a lot of your stuff so I was wondering how to fix bugs.
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Iben
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There'll be no foot-walking! Just air-flying!

HENDRIX
Mar 1 2016, 03:57 PM
Exactly, the script will adjust the month need accordingly. The only thing that could go wrong is if the animal is immediately distracted after being placed, that means the task to configure the month need is not run.
Normally, if you set the task with a min and max TaskDelay of 0, the animal can't get distracted from anything else but that task. It isn't failproof, because well it's ZT :P, but I noticed it did help in several other cases so maybe it will help in the few cases where it fails to configure it !
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HENDRIX
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Isn't delay min/max just what it says, a delay for when a task would start after it is triggered? I think the problem is rather that another task happens before, something like investigate. Happens in maybe 2% of placed animals.
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Iben
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There'll be no foot-walking! Just air-flying!

HENDRIX
Mar 2 2016, 02:21 PM
Isn't delay min/max just what it says, a delay for when a task would start after it is triggered? I think the problem is rather that another task happens before, something like investigate. Happens in maybe 2% of placed animals.
The delay allows other tasks to be performed during that time, but after X amount of delay, it has to be done. If you set it to 0, there's no time for other tasks to be done, as the current task cannot be delayed. At least, that's how I've always interpreted it :P
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HENDRIX
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I've done a little decoding of map DAT files and figured out a couple of things. I have the biome table decoded, and the vertex list is in order, biome index lookup works as well. However with that I have just 1 byte of 28 (preMM) or 29 (MM) bytes of each vert decoded... :/ I'm trying with contrastive edits, always changing one parameter, but I can't really make sense of anything yet.
Edited by HENDRIX, Mar 5 2016, 05:56 AM.
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HENDRIX
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Wrote a little script that can batchprocess BF files and remove unwanted contents, such as bones or transformation keys. It's in the software folder. I used it to fix the default tiger anims. The edited anims have no translation keys, so bone reconstruction can be applied to the original bones, as long as they are not rotated. It also fixes issues with the jaw of cats being displaced.
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HENDRIX
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I'm currently working on APE2 again. I've rearranged the file gathering algorithm a lot. The new version brings some benefits: Fossils and eggs should work out of the box, and it can also be used to gather files from the temp folder, which is the base for a real project debugger.
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HENDRIX
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I've started the debugger, so far it checks the BEH and TSK for missing anims and missing behsets.

Other possible checks would be macros, nodes, locoSpeeds
Edited by HENDRIX, Mar 6 2016, 01:44 PM.
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