Hi all,
Since our favourite dev @bitvenom has come up for air I thought I might air this issue again. STCR has been at the top of the most popular list for HwRM since it came out on the 50th anniversary of Star Trek and I am givin’ it all I got
The story so far
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In my frustration I actually learned how to do animations in Max and have successfully brought some doors and other things to life
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The warp animations, specifically the “warp out” part, just doesn’t play. If you tell the game to use the one animation for both warp in and out, neither animations are played. If you invert the animations, the “warp_in” will play when the “warp out” would have happened. So both animations work, just never together.
The animations are called via a script, here is the lines from the *.madstate file:
MadState
FED_TNG_INTREPID_NIS00_OnSet = function(ship)
startAnim(ship, "warp_in")
end
FED_TNG_INTREPID_NIS01_OnSet = function(ship)
startAnim(ship, "warp_out")
end
Here is how it is called in the game script.
[details=Warp Script Excerpt]
if( tShip.iWarpTimer == WARP_tFXOffset[tShip.sRace][1]) then
SobGroup_SetMadState(tShip.sob, “NIS01”)
FX_StartEvent(tShip.sob, “nacelleflash”)
end[/details]
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I dimly recall that BitVenom said animating the root joint was a no-no. At this point most of the *.mad files in the STC mod are the original ones from HW2C, and the same section of the warp animation is played for both the old and new games.
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Current thinking is to use frames (30 FPS) and to space out the animations. Also to have a JNT[Root_Anim] directly below the ROOT_LOD[0] position, and then have everything else on that. The new Root_Anim is what’s animated for the warp sequence
The goods
I have prepared a sample file (car_TNG_brinok.zip) and put it in My Public OneDrive folder. Please let me know if you need any more information.