Search found 1250 matches
- 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...
- Sun Jun 24, 2007 11:47 am
- Forum: Modelers Corner
- Topic: Import Animation
- Replies: 15
- Views: 972
- Sat Jun 23, 2007 11:54 am
- Forum: Modelers Corner
- Topic: Import Animation
- Replies: 15
- Views: 972
- 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...
- 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....
- Fri Jun 22, 2007 1:28 pm
- Forum: RF2 Discussions
- Topic: RF 2 Discussion
- Replies: 258
- Views: 29701
- 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...
- Fri Jun 22, 2007 1:19 pm
- Forum: Modelers Corner
- Topic: Importing animations from existing actors the easy way
- Replies: 14
- Views: 1771
- Fri Jun 22, 2007 12:08 pm
- Forum: General Discussions
- Topic: My Father had a bike accident! :-(
- Replies: 21
- Views: 1696
- 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...
- Thu Jun 21, 2007 11:38 am
- Forum: Modelers Corner
- Topic: Import Animation
- Replies: 15
- Views: 972
- Wed Jun 20, 2007 8:32 pm
- Forum: Modelers Corner
- Topic: Import Animation
- Replies: 15
- Views: 972
- 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...
- 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...
- 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...