Author |
Message |
Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
|
Re: External Editors for CC23 in Progress
weasel wrote: I don't know what will change in the next build but just for the sake of safety I recommend that... people... wait a bit? Maybe a week or two?
Just sayin'
Not that I know anything or am hinting at stuff You son of a ♥♥♥♥♥. Duh102 wrote: Geti wrote: whitty wrote: Very very few of us understand those. There is an actor editor and Roon3's limbpath tutorial for the learning with. I learned how in a day. It makes complete sense after you figure it out, kinda like offsets. For basic actors it's not that bad - but if you're trying to pull off something big, it's a nightmare. I spent actual days on a rather tall skeleton mod before giving up. Speaking of which, anyone want to ♥♥♥♥ with this?
|
Sun Oct 18, 2009 5:08 am |
|
|
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
|
Re: External Editors for CC23 in Progress
Rawtoast wrote: You son of a ♥♥♥♥♥.
I started the B24 Weasel Hate Train, I gotta start charging admission or something. All Aboard the Weasel Hate Train! Admission: 10oz Children under 6 ride free!
|
Sun Oct 18, 2009 5:28 am |
|
|
Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
|
Re: External Editors for CC23 in Progress
I'll probably get hanged for taking this any further off course, but Andy's pretty dandy in my book, in all seriousness.
It's just his unfortunate fate as PR that he will always be hated by that one PRophibic part of the brain all mammals are born with.
|
Sun Oct 18, 2009 6:26 am |
|
|
NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
|
Re: External Editors for CC23 in Progress
why not to make a twin-editor tool? (offset&walkpath editor) I've been seen many complex codes latelly, and one important tool like that will benefit us all, and sooner or later, to cortex command. Rawtoast wrote: I'll probably get hanged for taking this any further... True man... true... I wish to join to train, Hyperkultra, thats it.
Last edited by NaXx on Sun Oct 18, 2009 10:08 pm, edited 1 time in total.
|
Sun Oct 18, 2009 12:57 pm |
|
|
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
|
Re: External Editors for CC23 in Progress
What exactly is this?
|
Sun Oct 18, 2009 6:10 pm |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: External Editors for CC23 in Progress
Hyperkultra wrote: What exactly is this? What happens when you try to hotlink the icon on this page called "coins"
|
Sun Oct 18, 2009 7:13 pm |
|
|
Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
|
Re: External Editors for CC23 in Progress
QUICK! BACK ON TOPIC!
Uuuh uhh yeah I mean offsets are like so hard and it would be cool to have an editor for them and stuff.
|
Sun Oct 18, 2009 7:26 pm |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
Re: External Editors for CC23 in Progress
What would be very awesome but pretty hard to do is an editor which makes a wireframe and all different offsets you need, and then you could use the wireframe as a skeleton for the sprites.
|
Sun Oct 18, 2009 7:31 pm |
|
|
matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
|
Re: External Editors for CC23 in Progress
Ive noticed quite a few things hidden on maps. BUT external editors, yes, please, anything to make stuff easier.
|
Tue Oct 20, 2009 12:44 am |
|
|
|