View unanswered posts | View active topics It is currently Fri Jan 10, 2025 12:11 am



Reply to topic  [ 9 posts ] 
 Multi Segmented? 
Author Message
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Multi Segmented?
Very new to this kind of coding, but anyways. Can anyone tell me how to do multi segmented arms and the etc? (upper arm and lower arm are two different sprites)

1st Part: Linking them (Just stick it in the same attachable?).
2ed Part: How to get them to interact with guns, like when the actor picks up the gun the individual parts of the arm bends, for small weapons like SMG's the arm bends 90 degrees, for larger weapons like the flak cannon, the arm bends around 120 degrees...

If it won't allow it, I'm just gonna make individual sprites then...

What I'm working on:
Image


Fri Dec 28, 2007 5:09 am
Profile
User avatar

Joined: Mon Dec 24, 2007 4:41 pm
Posts: 125
Location: in a world called Earth
Reply with quote
Post Re: Multi Segmented?
DSMK2 wrote:
Very new to this kind of coding, but anyways. Can anyone tell me how to do multi segmented arms and the etc? (upper arm and lower arm are two different sprites)

1st Part: Linking them (Just stick it in the same attachable?).
2ed Part: How to get them to interact with guns, like when the actor picks up the gun the individual parts of the arm bends, for small weapons like SMG's the arm bends 90 degrees, for larger weapons like the flak cannon, the arm bends around 120 degrees...

If it won't allow it, I'm just gonna make individual sprites then...

What I'm working on:
Image


you mean like the colitation armor??

if so.... sorry don't know :roll:


Fri Dec 28, 2007 5:36 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Multi Segmented?
It's all sprite based. Actors have no real "joints" in the elbows or knees.

You just have to make the sprites do what you want.


Fri Dec 28, 2007 5:37 am
Profile
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Re: Multi Segmented?
What about the plates on the upper leg? Can I get them to be pulled downwards by gravity?


Fri Dec 28, 2007 5:41 am
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Multi Segmented?
Does the game model gravity in a real, legitimate way?


Fri Dec 28, 2007 5:42 am
Profile YIM
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Multi Segmented?
Nope.

CC's joint physics are rather limited. They're either attached, or not, there's no real flexibility.


Fri Dec 28, 2007 5:42 am
Profile
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Re: Multi Segmented?
So:

Anything attached to the leg, is a leg, and it moves with it unless blown off. Same goes for the arm... + the gib is a completely different sprite... (Like the coalition helmet...)


Fri Dec 28, 2007 5:46 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Multi Segmented?
Yeah, you've got it.


Fri Dec 28, 2007 6:32 am
Profile
User avatar

Joined: Sun Oct 29, 2006 4:26 am
Posts: 298
Reply with quote
Post Re: Multi Segmented?
DSMK2 wrote:
So:

Anything attached to the leg, is a leg, and it moves with it unless blown off. Same goes for the arm... + the gib is a completely different sprite... (Like the coalition helmet...)


As long as you understand that this can be used to create armour that can be shot off but it functionally part of their body, you're on the right track.


Fri Dec 28, 2007 9:13 am
Profile YIM
Display posts from previous:  Sort by  
Reply to topic   [ 9 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.073s | 14 Queries | GZIP : Off ]