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animation question

Posted: Mon Apr 16, 2007 1:06 pm
by YankFan1950
can you animated domes or since they are .msh (no odf) they are unanimateable. (not sure if that is a word)

Posted: Mon Apr 16, 2007 1:32 pm
by Dragonum
you can create a odf for the dome model and animate them

Posted: Mon Apr 16, 2007 1:40 pm
by YankFan1950
ok but u cannot animate mshs

Posted: Mon Apr 16, 2007 2:13 pm
by Dragonum
you should read the docs or the animation tutorial in the everything you need thread, how to animate.

Posted: Mon Apr 16, 2007 2:37 pm
by FragMe!
If by animate you mean rotate like stars in the night sky have a look at the .sky file for BF2 Naboo
it has some rotation commands in there that might work.

Posted: Mon Apr 16, 2007 3:30 pm
by The_Emperor
And you can make them move using zeroeditor for example.

Posted: Mon Apr 16, 2007 4:05 pm
by YankFan1950
I kno how to animate it's when i try and animate a dome the animation doesn't appear in game

Posted: Mon Apr 16, 2007 8:16 pm
by FragMe!
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.

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DomeModel()
	{	
		Geometry("pol1_skydome");
		rotationspeed (0.001,0.0,1.0,0.0)
	}

Posted: Fri Apr 20, 2007 5:35 pm
by YankFan1950
I don't mean a sky dome I mean a dome model like a cis_fly_fedcrusier_dome.

Posted: Fri Apr 20, 2007 7:36 pm
by Penguin

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SkyObject()
{
	Geometry("rep_fly_assault_DOME");
	NumObjects(2);
	Height(200, 1000);
	VelocityZ(20, 50);
	Distance(1500);
	InDirectionFactor(2);
}

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Geometry("rep_fly_assault_DOME");
.msh name, since rep_fly_assault_DOME is on the rep side you'll have to load it in the lua.

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NumObjects(2);
Number of them, i had 2 assualt ships.

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Height(200, 1000);
How high they appear, minimum to maximum

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VelocityZ(20, 50);
How fast they move, minimum to maximum

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Distance(1500);
how far they travel before fading out.

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InDirectionFactor(2);
what direction they go in, I've never messed with this but I would assume a value of 1 would mean verticle[/b]

If you want more just add more, eg

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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);
}
Now if you want those lasers and explosions, thats an .fx file that you put into the map in the .sky file as well

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);
		
	
	}
Not sure if all the skies have those HPs, that one was from geo. should work with geo and spa.[/b]