animation question
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-
YankFan1950
animation question
can you animated domes or since they are .msh (no odf) they are unanimateable. (not sure if that is a word)
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- Dragonum
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FragMe!
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YankFan1950
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FragMe!
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My bad, I was tring to use my memory from work, din't work. I meant Polus Massa.
Here is the line from the .sky file I was thinking of.
Here is the line from the .sky file I was thinking of.
Code: Select all
DomeModel()
{
Geometry("pol1_skydome");
rotationspeed (0.001,0.0,1.0,0.0)
}-
Penguin
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Code: Select all
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 1000);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}Code: Select all
Geometry("rep_fly_assault_DOME");Code: Select all
NumObjects(2);Code: Select all
Height(200, 1000);Code: Select all
VelocityZ(20, 50);Code: Select all
Distance(1500);Code: Select all
InDirectionFactor(2);If you want more just add more, eg
Code: Select all
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 1000);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(280, 440);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(280, 440);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(400, 500);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}
Code: Select all
DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);
}