| Author | Message | 
        
			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Re: External Editors for CC23 in Progressweasel 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?
 
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			| Sun Oct 18, 2009 5:08 am | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: External Editors for CC23 in ProgressRawtoast 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!
 
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			| Sun Oct 18, 2009 5:28 am | 
					
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			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Re: External Editors for CC23 in ProgressI'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.
 
 
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			| Sun Oct 18, 2009 6:26 am | 
					
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			| NaXx 
					Joined: Mon Feb 02, 2009 9:18 pm
 Posts: 618
 Location: Ancient Hispania
   |   Re: External Editors for CC23 in Progresswhy 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. 
 
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			| Sun Oct 18, 2009 12:57 pm | 
					
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			| 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?
 
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			| Sun Oct 18, 2009 6:10 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: External Editors for CC23 in ProgressHyperkultra wrote: What exactly is this?What happens when you try to hotlink the icon on this  page called "coins"
 
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			| Sun Oct 18, 2009 7:13 pm | 
					
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			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Re: External Editors for CC23 in ProgressQUICK!  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.
 
 
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			| Sun Oct 18, 2009 7:26 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: External Editors for CC23 in ProgressWhat 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. 
 
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			| Sun Oct 18, 2009 7:31 pm | 
					
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			| matty406 
					Joined: Tue Oct 13, 2009 4:23 pm
 Posts: 915
 Location: Blighty
   |   Re: External Editors for CC23 in ProgressIve noticed quite a few things hidden on maps.    BUT external editors, yes, please, anything to make stuff easier.
 
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			| Tue Oct 20, 2009 12:44 am | 
					
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