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Originally Posted by Mad Mardigan
Ahoy, vickers03...
With that "other way", what does that mean, exactly...?
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Originally Posted by Nisgeis
Using the State Machine controller you can assign custom animations to events triggered by 'states' of values in the game. For example, the electrical box sparks / steam damage effects are animations played when hull damage meets a certain criteria. I think they are a bit buggy, as the animation is meant to stop but doesn't. Anyway, you can take some value and if true, or over a certain value, trigger an animation. You can also trigger animations based on certain commands.
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Hmmm...
Ok, have seen.. some of that bugginess, with certain damage animations... water spray in the control room &.. think what was supposed to be like.. sparks, I think.
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Originally Posted by Mad Mardigan
Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.?
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Originally Posted by Nisgeis
It would mean adding more graph states to the core game, with a StateMachineClass and would not help in slimming down (for stock).
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Originally Posted by vickers03
very well explained, thanks
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*sighs* Ahh well... hex bells...
Back.. I say... I say... back to the drawing board. Luckily, I keep all My tail feathers numbered, for just such emergencies...
Thans for the... dissection there, Nisgeis... & explanation...
M. M.