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Walkpaths http://45.55.195.193/viewtopic.php?f=1&t=12969 |
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Author: | Comment [ Tue Dec 09, 2008 5:06 am ] |
Post subject: | Walkpaths |
They seem to be dreaded by most modders here, and I'm beginning to see why. Any of you mind telling the rest of us exactly how they work? Here's what I've figured out so far: IdleOffset is defined in the leg code and seems to have something to do with where the leg goes when the actor stands still. I have no idea exactly how it works, as tweaking the value only changes where the foot goes half the time. StartOffset is similar. I think it's where the foot is relative to its joint when the walkpath starts, but I'm not all that sure. StartSegCount is the number of segments that are skipped when the walkpath loops or something. AddSegment adds a segment to the walkpath. I'm unsure how they work: Do they represent how far the foot moves from its last position within a frame's time? Slow, Normal, and FastTravelSpeed seem to influence how long the walkpath takes to complete or something, but I've never noticed an actor walking slower or faster. PushForce is some sort of normal force variable. |
Author: | CrazyMLC [ Tue Dec 09, 2008 5:51 am ] |
Post subject: | Re: Walkpaths |
Here is my knowledge. Quote: WalkLimbPath = LimbPath PresetName = Walk Path StartOffset = Vector - The "standing" stance. (Kind of taken from the stand path.) X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 - Obviously, a grid. +1 is one pixel. Y = 2 - The y axis is opposite, so - is up. the same for every Offset vector. AddSegment = Vector ... SlowTravelSpeed = 1.5 - UpHill? NormalTravelSpeed = 2.5 - Normal. Higher = faster. FastTravelSpeed = 4.5 - DownHill? PushForce = 8000 - How much force is put in. Sometimes ACrabs cant get over obstacles. That's because their pushforce is too low. Don't make it too high, or while walking you will dig into the ground. When looking at the AddSegments, think of up as down, and think of it as an animation of sorts. change whatever you want, but imagine it in your head and see if it makes sense, or if its how you want it to be. That's all I really know for sure. I'll personally keep an eye on this thread to explain further. But thats all you really need to know to make simplistic custom walkpaths. |
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