Is there any basic level tutorial on projectile animations?
#1
Posted 12 January 2018 - 01:39 AM
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#2
Posted 13 January 2018 - 08:07 AM
Just what I addressed in the topic below, on VVCs. Cycles in PRO files are counted off the same way, but PROs are more convenient in that the engine can "mirror" cycles with "Face target granularity." You only need 5 cycles in your BAM, corresponding to directions S through W, then you can choose the "Mirrored east (reduced)" option, and the engine will fill the rest of the compass.
#3
Posted 14 January 2018 - 08:41 AM
Yep, figured as much, but why then dagger.bam and dart.bam only cover directions from S to SW? At the very least there should be switch somewhere within .pro file to tell engine to use .bam with S to W or S to SW coverage, and I don't see it.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
#4
Posted 14 January 2018 - 12:06 PM
Maybe "Mirrored full" or one of the settings there? Anyway, if you're going to create your own animations for PROs, you're stuck with doing at least 8 directions, or it will look bad.
#5
Posted 18 January 2018 - 08:33 AM
At the very least there should be switch somewhere within .pro file to tell engine to use .bam with S to W or S to SW coverage, and I don't see it.
There is a field in .pro files at 0x0133. It tells you how many cycles the .bam have. If it is 5, or 9, then it will be mirrored to fill up all 16 orientations.
#6
Posted 18 January 2018 - 11:59 AM
Avenger, many thanks!
I'm still not sure how the engine differentiate bams covering S to W from those covering S to SW in the same 5 frames in both cases, but I'll had to test more for myself, perhaps it will became clear.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)