DJ99X wrote:Beautiful work! They are much better than the billboard versions!
Just a query - was this bit of code to keep the script functional on older snapshots? If so, I was getting alot of errors when I tried the track before I recalled that I hadn't installed the snapshot
Code: Select all
function cache_pose_sequence(anim) {
if ("cache_pose_sequence" in mx)
anim.cached_poses = mx.cache_pose_sequence(anim);
}
Suggestion - reckon you could add a few functions for reading some information from statues/billboard files etc? Seems messy to have to declare initial locations in both those files and the frills script. Would also be nice to register statue/billboard indexes for common statues/billboards on starting as opposed to hard coding statue indexes into the script. Not sure if that would be better off being done by having a new statues/billboards file that has some kind of grouping/type tag.
I did test it on the old version but added the interpolation afterwards and inadvertently broke it. It was the fractional value used as an array index for the old way in pose_animate_frame(). Should have looked like this instead:
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if ("cached_poses" in anim)
mx.pose_statue_from_sequence(statue_index, anim.cached_poses, frame);
else {
frame = Math.floor(frame);
mx.pose_statue(statue_index, anim.bone_count, anim.rest_centers, anim.poses[frame].centers, anim.poses[frame].rotations);
}
Definitely is a mess hand counting statue indices. I was thinking I'd make it have a find statue by model/texture function and maybe one to just add a statue. Not 100% sure it's a good idea to allow adding statues after initialization so I might limit that to only work during initialization.
DJ99X wrote:In addition to that, possibly another file for scripted particles that is just a list of additional textures to load. Would be good to be able to create/delete billboards through the script, instead of having to declare hundreds of them in billboards file, and have to hide them under the map/scale to 0 if you don't need them.
You want to set its alpha to 0 disable it (mx.color_billboard(idx, 0, 0, 0, 0)). That way it's completely skipped over when it Z sorts them. It's better to have them all allocated in advance than to create/destroy them when the game is running.
white327 wrote:im gonna miss the moonwalk :(
The new flagger isn't as sexy but he makes up for it by being less 2 dimensional.