Search found 1250 matches

by bernie
Sun Jun 24, 2007 11:52 am
Forum: RF2 Discussions
Topic: RF2 script editor?
Replies: 55
Views: 5180

I would prefer an editor without tabs, but with little icons that start up several dialogs or tools, that can be independent from the main editor, but are also used with a fluid workflow from the editor to the tool. Like you have a pawn selected and then click onto the icon for the ScriptEditor, it...
by bernie
Sun Jun 24, 2007 11:47 am
Forum: Modelers Corner
Topic: Import Animation
Replies: 15
Views: 972

I was asking though. How do you get those little quotes at the bottom of your post?
Add signature in your profile.
by bernie
Sat Jun 23, 2007 11:54 am
Forum: Modelers Corner
Topic: Import Animation
Replies: 15
Views: 972

In Menu bar select -> Animate and untick "operate on selected joints only" then if you still have difficulty with remove all keyframes try
File -> preferences -> reset defaults that should clear things up.
by bernie
Fri Jun 22, 2007 6:29 pm
Forum: RF2 Discussions
Topic: RF 2 Discussion
Replies: 258
Views: 29701

I think the problems are with neoaxis NOT the Ogre engine. I'm sure Andy knows he can build the editor the same way or very similar to the present RFeditpro. I did manage to get models into neoaxis from milkshape using the exporter provided but can't get any animation to work. The axes are all wrong...
by bernie
Fri Jun 22, 2007 6:06 pm
Forum: RF2 Discussions
Topic: RF 2 Discussion
Replies: 258
Views: 29701

Sorry ardencrest but I can't upload. Can't get broadband in the wild west you know (not even radio 'cos of the hills around my townland) and too far from the exchange even if it was enabled (which it isn't). I have one way satelite for download at 1meg but upload at 28k is a pain in the youknowwhat....
by bernie
Fri Jun 22, 2007 1:28 pm
Forum: RF2 Discussions
Topic: RF 2 Discussion
Replies: 258
Views: 29701

Thanks for the offer but I'll stick with the Pub session for now LOL.
by bernie
Fri Jun 22, 2007 1:25 pm
Forum: General Discussions
Topic: Video Games an Illness
Replies: 11
Views: 911

:lol: :lol: :lol: Jeez they'll be having us all sectioned and locked away for life soon. I know I'm very synical but haven't you noticed that anything anyone enjoys is frowned upon by the so called ruling classes. Pity they've nothing better to do with their miserable dull lives. Perhaps they should...
by bernie
Fri Jun 22, 2007 1:19 pm
Forum: Modelers Corner
Topic: Importing animations from existing actors the easy way
Replies: 14
Views: 1771

I Know I'm resurecting (spelling??) an old thread but it does work.

In add motions add the fiollowing --- *.*
and point at atcor file.

Makes life much simpler.
by bernie
Fri Jun 22, 2007 12:08 pm
Forum: General Discussions
Topic: My Father had a bike accident! :-(
Replies: 21
Views: 1696

Happy birthday.
I hope your Dad improves and makes a full recovery quickly.
by bernie
Fri Jun 22, 2007 12:04 pm
Forum: Modelers Corner
Topic: Import Animation
Replies: 15
Views: 972

Then the problem is likely to be in the character.ini file check spelling etc for typo's. Minimum requirement:- [Your character name] image =Your actor image.bmp actorname = Your actor.act actorrotation = x y z actorscale = Scale of your actor animationspeed = 1 attributefile = player.ini startlevel...
by bernie
Thu Jun 21, 2007 11:38 am
Forum: Modelers Corner
Topic: Import Animation
Replies: 15
Views: 972

Does your act file animate in actor viewer?
by bernie
Wed Jun 20, 2007 8:32 pm
Forum: Modelers Corner
Topic: Import Animation
Replies: 15
Views: 972

Maybe I am misunderstanding what you are saying here but you need to export the walking model as .bdy and .mot. The animation is specific to the walking model skeleton and mesh. Then compile using astudio to an act file.
by bernie
Wed Jun 20, 2007 11:25 am
Forum: RF2 Discussions
Topic: RF 2 Discussion
Replies: 258
Views: 29701

Thank you very much Andy for taking on RF2! My thanks are not enough for what you are doing. Also, thank you to all who are helping with RF2 I would like to echo that remark. It must be a very daunting task to take on that much work alone. I wish I could help but I just don't have the skills or the...
by bernie
Wed Jun 20, 2007 11:18 am
Forum: Modelers Corner
Topic: Blender and Reality Factory
Replies: 57
Views: 6417

Not quite. You will be able to use existing models and actors in RF2. In Neoaxis you have to start over with models etc. the axes are all different ie z=up instead of y, so all models need to be rotated 90degrees this then throws out uv mapping and animations. There doesn't seem to be a way round it...
by bernie
Wed Jun 20, 2007 11:08 am
Forum: Level Design & Entity Usage
Topic: Questions on using actors
Replies: 13
Views: 863

It's more likely a typo when saving your MOT files from Milkshape. The animation name is case sensitive ie. walk and Walk are different. You must use the same name in actor compile and in your scripts otherwise the animation will not play. Try rebuilding your actor again from milkshape bearing in mi...