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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Moving the Foot
Didn't want to spam things up, so I'm just recycling this thread. The two posts directly after OP are related to the question at the bottom.
Question: How do I move feet down? I've searched the whole forum, wiki, other inis, the walkpath tutorial and all, but for some reason I am completely unable to get the feet on my actor lower. I've changed every variable I can think of. Please help!
Old Question: Is it possible to put a craft engine on a "lower layer", or beneath other parts of the actor? I'm trying to make a drop ship in which the engine is not "above" (on the z plane) the craft. I've tried making an entirely seperate attachable to go over the engine, but it seems as if it gets top priority no matter what. Any ideas?
Last edited by Rawtoast on Tue Oct 13, 2009 7:02 am, edited 1 time in total.
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Mon Oct 12, 2009 5:06 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Covered Craft Engine
Look at the dummy DS, i think it was something with DrawAfterParent = 0 or something.
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Mon Oct 12, 2009 5:28 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Covered Craft Engine
YES! Thank you. I really should have known that.
If it counts, I did search quite a bit, but it's a difficult thing to come up with the right terms to describe.
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Mon Oct 12, 2009 5:52 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Moving the Foot
*bump* for new question.
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Tue Oct 13, 2009 7:02 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Moving the Foot
I think it's 'extended length' or something like that.
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Tue Oct 13, 2009 7:06 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Moving the Foot
Extended and ContractedOffset respectively, as vectors. JointOffset of the foot as well, partially. make sure you're JointOffset for the leg is correct as well.
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Tue Oct 13, 2009 7:17 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Moving the Foot
Thanks guys! Now to get the walk paths right for a 306 pixel tall actor.
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Tue Oct 13, 2009 5:20 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Moving the Foot
I'm facing similar issues, dont worry about that <_<
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Tue Oct 13, 2009 8:10 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Moving the Foot
I can't seem to get walkpaths much longer than 100px myself, not sure why. The extendedoffset is set to be 210.
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Tue Oct 13, 2009 8:14 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Moving the Foot
Ah ♥♥♥♥, you're kidding me So this is probably not possible? I made so many sprites!
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Tue Oct 13, 2009 10:17 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Moving the Foot
It may just be I'm trying to do something it doesn't want to do. The Gundam's legs are supposed to be fully extended when walking, currently I can only get them to extend about halfway in normal walking. I might need to copy the last frame a couple times and mess with it so that it's halfway extended at the "last" frame.
EDIT: Well, I got it to work, but it looks pretty bad. I fooled it into looking somewhat normal by putting the foot groups 80 px below the actual foot, then fiddling with the leg frames until they were approximately right. Unfortunately, the foot imprint on the ground is behind the actual foot (attached to the leg) when swinging forward and before the actual foot when swinging backward.
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Tue Oct 13, 2009 10:26 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Moving the Foot
Bah, close enough. How tall is this actor?
I'd post pics of mine but it's for the Mod Contest.
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Wed Oct 14, 2009 12:10 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Moving the Foot
Scratch that again. Apparently the leg just follows the footgroup no matter the offset. I had to manually change the footgroups to be lower (all the atoms moved down 10 px) and reset the footgroup joint offset. The actor I'm doing is the Gundam, coming soon to a Mod Releases near you.
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Wed Oct 14, 2009 12:38 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Moving the Foot
♥♥♥♥ this. Giving up.
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Wed Oct 14, 2009 1:14 am |
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