Quote:
Originally Posted by Jeff-Groves
Quote:
Originally Posted by vickers03
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Very Nice work Mate!
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thanks! using particle objects for machine parts is of course only the second best choice
but it works better than i expected! i wish sh4 would accept the .anm file format from sh3, that would be easy to use.
Quote:
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..
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very well explained, thanks