Magnum357jhp
Community Member

Posts: 124
|
 |
« on: January 29, 2010, 06:15:55 AM » |
|
First of all, I would like to say that part of the reason why I'm asking so many questions lately about Truevision 6.0 to 6.3 is that I suffered a hard drive malfunction a few weeks ago that pretty much wipped out all of the truevsion programming projects I was working on.  Its a long story, but I lost all the critical data I had on the hard drive and it just was not possible to retrive it. So expect more questions from me as I have a hard time remembering how the heck I did some of this stuff in Truevions to begin with. Anyways, I have a new problem that i hope someone could shed some light on. I did a forum search on this and got some help, but not enough to completely fix this problem. It deals with .X file animations. I created a .X file animation of a guy running in Truevsion, but for some darn reason the Actor just will not "run" when I run Truevsion. The mesh "runs" when I created it in Milkshape, and I exported it (hopefully properly) to an .X file, but all the mesh does is run in 1 frame of animation, like its stuck or something. Here is the following code I'm using... Option Explicit
Private TV8 As TVEngine Private Scene As TVScene Private ScreenTV As TVScreen2DImmediate Private DoLoop As Boolean Private Camera As TVCamera Private Actor As TVActor2 Private Texture As TVTextureFactory Private InputEngine As TVInputEngine
Private Sub Form_Load()
Set TV8 = New TVEngine Set Camera = New TVCamera Set Scene = New TVScene Set Texture = New TVTextureFactory Set Actor = Scene.CreateActorTVM("Run") TV8.SetSearchDirectory App.Path TV8.Init3DWindowedMode Picture1.hWnd TV8.DisplayFPS = True Scene.SetViewFrustum 35, 25000 Scene.SetSceneBackground 0, 0, 0 Scene.SetTextureFilter TV_FILTER_NONE Texture.LoadTexture "..\..\Run Animation\Skin.bmp", "Skin", , , TV_COLORKEY_NO, True, True Texture.LoadTexture "..\..\Run Animation\Helmet.bmp", "Helmet", , , TV_COLORKEY_NO, True, True Texture.LoadTexture "..\..\Run Animation\Chest.bmp", "Chest", , , TV_COLORKEY_NO, True, True Texture.LoadTexture "..\..\Run Animation\Pants.bmp", "Pants", , , TV_COLORKEY_NO, True, True Texture.LoadTexture "..\..\Run Animation\0.bmp", "0", , , TV_COLORKEY_MAGENTA, True, True Actor.SetMaterial 1 Actor.SetTexture GetTex("Helmet") Actor.SetTexture GetTex("Pants"), 2 Actor.SetTexture GetTex("0"), 3 Actor.SetTexture GetTex("chest"), 4 Actor.SetTexture GetTex("skin"), 5 'Actor.SetRotation 0, 0, 0 Camera.SetCamera 25, 10, -25, 0, 0, 0 Form1.Show DoLoop = True Main_Loop End Sub
Private Sub Main_Loop() Dim Info As Long
Do DoEvents TV8.Clear Scene.RenderAllMeshes RunAnimation 'StandAnimation Actor.Render Info = Actor.GetAnimationCount Label1.Caption = Info TV8.RenderToScreen Loop Until DoLoop = False main_quit End Sub
Private Sub cmdQuit_Click()
DoLoop = False
End Sub
Private Sub form_unload(cancel As Integer) DoLoop = False main_quit End Sub
Private Sub main_quit()
Set Scene = Nothing Set TV8 = Nothing Set Texture = Nothing Set Actor = Nothing Unload Form1 ' We end the application. End End Sub
Private Sub RunAnimation() Actor.Load App.Path + "\run.x", "run" Actor.SetAnimationID 1 Actor.PlayAnimation 22 Actor.SetMaterial 0 Actor.SetScale 1, 1, 1 Actor.SetCullMode TV_FRONT_CULL End Sub
Private Sub StandAnimation() Actor.Load App.Path + "\standing.x", "standing" Actor.SetAnimationID 1 Actor.PlayAnimation 35 Actor.SetMaterial 0 Actor.SetScale 1, 1, 1 Actor.SetCullMode TV_FRONT_CULL End Sub
I added a label to the form to see what number the animation sequence should be, and the program indicates that only 1 frame of animation is being played, yet I made the animation run with 22 frames of animation. I just have no idea why this is not playing properly.
|
|
|
|
|
Logged
|
"There is no such thing as the ultimate programming language. Every language has its weaknesses."
|
|
|
|
asia
|
 |
« Reply #1 on: January 30, 2010, 05:09:50 PM » |
|
Your sub called Runanimation (where the animation is loaded and it starts to play) is called inside the game loop. So you call it once for every render. I am sure this is a mistake. You should call the runanimation befor entering the loop (before the statement DO). Greetings Fabio
|
|
|
|
|
Logged
|
Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
|
|
|
Magnum357jhp
Community Member

Posts: 124
|
 |
« Reply #2 on: January 30, 2010, 07:43:53 PM » |
|
Thank you asia for the advice, but I'm still having problems with this, I can't even get the mesh to display in truevision.  I decided to scrap the previous code and build a whole new program, this time, I decided to copy part of the code from one of the tutorials that comes with 6.1 (Tutorial B08 - Load a Heirarchic animated X file) and see if the tutorial has better success with this. Here is the following code I'm using... Option Explicit
Private TV8 As TVEngine Private Scene As TVScene Private DoLoop As Boolean Private Camera As TVCamera Private Actor As TVMesh Private AnimationClass As TVKeyFrameAnim Private Texture As TVTextureFactory
Private Sub Form_Load()
Set TV8 = New TVEngine Set Camera = New TVCamera Set Scene = New TVScene Set Texture = New TVTextureFactory
TV8.SetSearchDirectory App.Path TV8.Init3DWindowedMode Picture1.hWnd TV8.DisplayFPS = True Scene.SetViewFrustum 35, 25000 Scene.SetSceneBackground 0, 0, 0 Scene.SetTextureFilter TV_FILTER_NONE Texture.LoadTexture App.Path + "..\..\Run Animation\Skin.bmp", "Skin", , , TV_COLORKEY_NO, True, True Texture.LoadTexture App.Path + "..\..\Run Animation\Helmet.bmp", "Helmet", , , TV_COLORKEY_NO, True, True Texture.LoadTexture App.Path + "..\..\Run Animation\Chest.bmp", "Chest", , , TV_COLORKEY_NO, True, True Texture.LoadTexture App.Path + "..\..\Run Animation\Pants.bmp", "Pants", , , TV_COLORKEY_NO, True, True Texture.LoadTexture App.Path + "..\..\Run Animation\0.bmp", "0", , , TV_COLORKEY_MAGENTA, True, True Set Actor = Scene.CreateMeshBuilder("Actor") Actor.LoadSkinMesh App.Path + "..\Run Animation\Run.x" Actor.SetMaterial 1 Actor.SetTexture GetTex("Helmet") Actor.SetTexture GetTex("Pants"), 2 Actor.SetTexture GetTex("0"), 3 Actor.SetTexture GetTex("chest"), 4 Actor.SetTexture GetTex("skin"), 5 Camera.SetCamera 0, 0, 100, 0, 0, 0 Set AnimationClass = Actor.GetKeyFrameClass AnimationClass.PlayAnimation (22) Form1.Show DoLoop = True Main_Loop End Sub
Private Sub Main_Loop()
Do DoEvents TV8.Clear Actor.Render TV8.RenderToScreen Loop Until DoLoop = False main_quit End Sub
Private Sub cmdQuit_Click() DoLoop = False End Sub
Private Sub form_unload(cancel As Integer) DoLoop = False main_quit End Sub
Private Sub main_quit() ' We unload the application. Set Scene = Nothing Set TV8 = Nothing Set Texture = Nothing Set Actor = Nothing Unload Form1 End End Sub
So far, the program seems to load ok, but I can't get the mesh to display aswell.  Right now, I would just be happy to diplay the animation in truevision with this bit of code. This code takes a slightly different approach to loading the .x file then the previous code, I have no idea why it is not loading the mesh though. I exported the animation with Milkshape, could the export process be the problem here or is it my code?
|
|
|
|
|
Logged
|
"There is no such thing as the ultimate programming language. Every language has its weaknesses."
|
|
|
Dimple
Community Member

Posts: 539
|
 |
« Reply #3 on: January 30, 2010, 09:37:03 PM » |
|
Ah, I'm not at home so I can't pull up a TV 6.3 program on vb6 right now, but shouldn't you be loading the model then the texture and setting it? Also do you have the debug directory set so you can check the debug file? The debug file may give you some more information about whats going wrong.
|
|
|
|
|
Logged
|
Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
|
|
|
Magnum357jhp
Community Member

Posts: 124
|
 |
« Reply #4 on: January 31, 2010, 02:18:54 AM » |
|
I thought I was loading the model before the texture code.  Something else that is really odd with this whole thing. I decided to experiment with exporting the animations with other versions of Milkshape. I was able to find versions 1.6.6, 1.7.4, and the lastest version 1.8.4 and exported the animations from all of them with mixed results. 1.6.6's X file seemed to work (until I lost that version of Milkshap and the X file), but 1.7.4 and 1.8.4's X files did NOT work and would not display. Is it possible that the guy that makes Milkshape change some settings with exported X files that is causing this? I have no idea. Another bizzare situation occured when I was able to find a partially completed animation program (not exactly designed for this, but it allows to display X animations in truevision) and I WAS able to use Milkshape version 1.7.4 to export a X file and then load the animation in this partial animation code with success. I just don't get it, the very old back up code works, yet this simple program I designed yesterday won't display. I can't tell if there is something I'm missing with my coding, or if Milkshape is doing something screwy with X files.  I'll work on this partial back up code for a while and see what I come up with. I just have no idea why this old back up program works, yet this simple run animation code do not display. Bizarre.
|
|
|
|
|
Logged
|
"There is no such thing as the ultimate programming language. Every language has its weaknesses."
|
|
|
|
asia
|
 |
« Reply #5 on: January 31, 2010, 04:47:35 AM » |
|
Are you sure your x file is OK? Why don't you share with us so we can see if it works? Ciao Fabio
|
|
|
|
|
Logged
|
Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
|
|
|
jviper
Community Member

Posts: 2127
Discipline in training
|
 |
« Reply #6 on: January 31, 2010, 09:30:19 AM » |
|
Also post the debug file to see if there were any errors when it was loading. If no errors in there, try loading it into the DirectX viewer. That should definatly tell you whether there were errors in the file. If no errors in the DirectX viewer, try moving the camera closer to the object, or farther away from the object. The object may be too big to fit in the view, or too small to see in the view.
|
|
|
|
|
Logged
|
JAbstract.....Don't just imagine, make it happen!
|
|
|
Magnum357jhp
Community Member

Posts: 124
|
 |
« Reply #7 on: January 31, 2010, 06:13:44 PM » |
|
Forgive my ignorance, but where is this "DirectX Veiwer" located? Does Windows 98 or XP hae a copy of it? Just recently, I used Truvisions Model Viewer that comes with the SDK, and I was suprised to see that Truevisions veiwer was able to load and play the animation of the X file correctly. Is that a good sign? Here is the Debug file after running the program once... ----------------------------------------------------------- Engine started at 08-09-2002 18:29:23 ----------------------------------------------------------- 08-09-2002 18:29:23 | ######################## 08-09-2002 18:29:23 | # TVUTIL32 initialized # 08-09-2002 18:29:23 | ######################## 08-09-2002 18:29:23 | TVUTIL32 : Version 6 Revision 31 08-09-2002 18:29:23 | TVUTIL32 File Path C:\WINDOWS\System32\tvutil32.dll 08-09-2002 18:29:23 | VENDOR INFO : Video card :SiS 300/305/630/540/730 / 4153 08-09-2002 18:29:23 | INITIALIZE : Starting Engine version 0.6.0 rc3 * LIMITED VERSION * 08-09-2002 18:29:23 | DEVICE INIT : Create the device with 493x277 ane the DX8 format 22 / Depth Buffer : 32 08-09-2002 18:29:23 | DEVICE INIT : Your device supports Single pass Multitexturing. Pixel Shaders & Lightmapping will use it 08-09-2002 18:29:23 | DEVICE INIT : W-Buffer supported. 08-09-2002 18:29:23 | DEVICE INIT : SOFTWARE VERTEX PROCESSING 08-09-2002 18:29:23 | VIEWPORT MANAGER : Main viewport initialization 08-09-2002 18:29:23 | VIEWPORT MANAGER : Main viewport initialized (493x277) 08-09-2002 18:29:23 | DEVICE INIT : Average Free Texture memory : 43 MB 08-09-2002 18:29:23 | DEVICE INIT : Device initialized without problem. 08-09-2002 18:29:23 | CAMERA FACTORY : Initialized 08-09-2002 18:29:23 | DEVICE INIT : Create Matrices 08-09-2002 18:29:23 | DEVICE INIT : Viewport size (493 277) 08-09-2002 18:29:23 | DEVICE INIT : Set the viewport... 08-09-2002 18:29:23 | DEVICE INIT : Initialize Vertex shaders 08-09-2002 18:29:23 | MD2 SYSTEM : Preparing md2 vertex shader 08-09-2002 18:29:23 | MD2 SYSTEM : MD2 Vertex Shader created. 08-09-2002 18:29:23 | MDL SYSTEM : Vertex Shader created. 08-09-2002 18:29:23 | TEXTURE REQUIREMENTS CHECKING : D3DFMT_R5G6B5 : Yes 08-09-2002 18:29:23 | TEXTURE REQUIREMENTS CHECKING : D3DFMT_A1R5G6B5 : Yes 08-09-2002 18:29:23 | DEVICE INIT : Initialization finished ... 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture C:\Documents and Settings\Dan Doulas\Desktop\Run Animation..\..\Run Animation\Skin.bmp ('Skin') 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture C:\Documents and Settings\Dan Doulas\Desktop\Run Animation..\..\Run Animation\Helmet.bmp ('Helmet') 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture C:\Documents and Settings\Dan Doulas\Desktop\Run Animation..\..\Run Animation\Chest.bmp ('Chest') 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture C:\Documents and Settings\Dan Doulas\Desktop\Run Animation..\..\Run Animation\Pants.bmp ('Pants') 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture C:\Documents and Settings\Dan Doulas\Desktop\Run Animation..\..\Run Animation\0.bmp ('0') 08-09-2002 18:29:23 | ENTITY CREATION : Create Entity Load Run.x 08-09-2002 18:29:23 | X FILE MANAGER : Create Entity skinned X file Run.x Actor 08-09-2002 18:29:23 | NEW FRAME : 1, pointer 49822920 08-09-2002 18:29:23 | NEW FRAME : 2, pointer 49823032 08-09-2002 18:29:23 | NEW FRAME : 3, pointer 57476784 08-09-2002 18:29:23 | NEW FRAME : 4, pointer 57477224 08-09-2002 18:29:23 | NEW FRAME : 5, pointer 57477664 08-09-2002 18:29:23 | NEW FRAME : 6, pointer 57478104 08-09-2002 18:29:23 | NEW FRAME : 7, pointer 57478544 08-09-2002 18:29:23 | NEW FRAME : 8, pointer 57478944 08-09-2002 18:29:23 | NEW FRAME : 9, pointer 57479056 08-09-2002 18:29:23 | NEW FRAME : 10, pointer 49824008 08-09-2002 18:29:23 | NEW FRAME : 11, pointer 49824448 08-09-2002 18:29:23 | NEW FRAME : 12, pointer 49824848 08-09-2002 18:29:23 | NEW FRAME : 13, pointer 49825288 08-09-2002 18:29:23 | NEW FRAME : 14, pointer 49825728 08-09-2002 18:29:23 | NEW FRAME : 15, pointer 49826168 08-09-2002 18:29:23 | NEW FRAME : 16, pointer 49826608 08-09-2002 18:29:23 | NEW FRAME : 17, pointer 49827048 08-09-2002 18:29:23 | NEW FRAME : 18, pointer 49827624 08-09-2002 18:29:23 | NEW FRAME : 19, pointer 49827736 08-09-2002 18:29:23 | NEW FRAME : 20, pointer 49829248 08-09-2002 18:29:23 | NEW FRAME : 21, pointer 49829688 08-09-2002 18:29:23 | NEW FRAME : 22, pointer 49830128 08-09-2002 18:29:23 | NEW FRAME : 23, pointer 49830568 08-09-2002 18:29:23 | NEW FRAME : 24, pointer 49831024 08-09-2002 18:29:23 | NEW FRAME : 25, pointer 49831480 08-09-2002 18:29:23 | NEW FRAME : 26, pointer 49831880 08-09-2002 18:29:23 | NEW FRAME : 27, pointer 49832320 08-09-2002 18:29:23 | MATERIAL FACTORY : Create material #1 'Material1'. 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture Helmet.bmp ('Helmet.bmp') 08-09-2002 18:29:23 | NEW FRAME : 28, pointer 49872744 08-09-2002 18:29:23 | 278 08-09-2002 18:29:23 | MATERIAL FACTORY : Create material #2 'Material2'. 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture Pants.bmp ('Pants.bmp') 08-09-2002 18:29:23 | NEW FRAME : 29, pointer 57531688 08-09-2002 18:29:23 | MATERIAL FACTORY : Create material #3 'Material3'. 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture 0.bmp ('0.bmp') 08-09-2002 18:29:23 | NEW FRAME : 30, pointer 49866864 08-09-2002 18:29:23 | 278 08-09-2002 18:29:23 | MATERIAL FACTORY : Create material #4 'Material4'. 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture Chest.bmp ('Chest.bmp') 08-09-2002 18:29:23 | NEW FRAME : 31, pointer 49869704 08-09-2002 18:29:23 | 278 08-09-2002 18:29:23 | MATERIAL FACTORY : Create material #5 'Material5'. 08-09-2002 18:29:23 | TEXTURE FACTORY 2 : Loading texture Skin.bmp ('Skin.bmp') 08-09-2002 18:29:26 | CAMERA FACTORY : Unallocate all cameras memory. 08-09-2002 18:29:26 | SCREEN FONTS : Remove Fonts from Memory 08-09-2002 18:29:26 | TEXTURE FACTORY : Remove Textures from Memory 08-09-2002 18:29:26 | MATERIAL FACTORY : All materials unloaded. 08-09-2002 18:29:26 | TEXTURE FACTORY 2 : Deleting all textures from video memory. Free memory before : 44040192 bytes 08-09-2002 18:29:26 | TEXTURE FACTORY 2 : All textures deleted. Free memory after unloading : 45088768 bytes 08-09-2002 18:29:26 | ######################### 08-09-2002 18:29:26 | # TVUTIL32 Released # 08-09-2002 18:29:26 | ######################### 08-09-2002 18:29:26 | TRUEVISION 3D : Successfully unloaded !
I don't know most of the stuff its talking about, but everything seems to look ok with the debug file, at least from what I understand. After seeing this debug file, I'm more inclined to think its my code that is wrong and maybe not the X file itsefl if Truevisions Veiwer is able to load it correctly. 
|
|
|
|
|
Logged
|
"There is no such thing as the ultimate programming language. Every language has its weaknesses."
|
|
|
|
asia
|
 |
« Reply #8 on: February 01, 2010, 02:56:00 AM » |
|
Is your mesh size greater than 100? You set the canera position at Camera.SetCamera 0, 0, 100, 0, 0, 0
Try to change that distance to 1000.. or even greater... Ciao Fabio PS To get the mesh box use the method getBoundingBox
|
|
|
|
« Last Edit: February 01, 2010, 03:08:43 AM by asia »
|
Logged
|
Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
|
|
|
jviper
Community Member

Posts: 2127
Discipline in training
|
 |
« Reply #9 on: February 01, 2010, 04:58:48 AM » |
|
The DirectX Veiwer came with the DirectX SDK. I forget exactly where it's located, but I think it may be somwhere in Utilities, which is inside the DirectX SDK folder.
|
|
|
|
|
Logged
|
JAbstract.....Don't just imagine, make it happen!
|
|
|
Magnum357jhp
Community Member

Posts: 124
|
 |
« Reply #10 on: February 03, 2010, 03:49:33 PM » |
|
Just to let you know, I did what you guys suggested, but the animation still will not display. I even tried reinstalling Truevision 3D 6.0 just to see if that needed to initialize something, but still no success.
Do you guys know of any other animation formats that truevision can use besides X files? I thought about using MD2 or MD3 files (I use Milkshape as a 3D modeling tool), but I have little to no experience with those file formats with Truevision.
|
|
|
|
|
Logged
|
"There is no such thing as the ultimate programming language. Every language has its weaknesses."
|
|
|
Dimple
Community Member

Posts: 539
|
 |
« Reply #11 on: February 03, 2010, 09:08:09 PM » |
|
|
|
|
|
|
Logged
|
Using VB.NET, TV3D 6.5, VISTA ~~~~~~~~~~~~~~~~~~~~~~~
"Know how to ask. There is nothing more difficult for some people, nor for others, easier."
- Baltasar Gracian
|
|
|
|
asia
|
 |
« Reply #12 on: February 04, 2010, 02:59:33 AM » |
|
Once again send us that bloody x file! Fabio
|
|
|
|
|
Logged
|
Fabio Musmeci ENEA CR Casaccia Via Anguillarese 301 00060 Rome Italy musmeci@enea.it+39 3333934898 Learning to live better on a smaller footprint..
|
|
|
TripleView
Community Member

Posts: 32
|
 |
« Reply #13 on: March 07, 2010, 12:56:40 PM » |
|
This is a snippet of code I use to change animations in 6.5, with the X file you need to set the animation ranges so here ya go.. Public Sub ChangePlayerAnimation(aID As Integer)
If PlayerAnim = aID Then 'Don't Do Anything Else If aID = 1 Then 'Walk (normal) PlayerAnim = 1 Call Player.SetAnimationRange(0, 1, 13) End If If aID = 2 Then 'Stealth Walk PlayerAnim = 2 Call Player.SetAnimationRange(0, 15, 30) End If If aID = 3 Then 'Punch and swipe sword PlayerAnim = 3 Call Player.SetAnimationRange(0, 32, 44) End If If aID = 4 Then 'Swipe and spin sword PlayerAnim = 4 Call Player.SetAnimationRange(0, 45, 59) End If If aID = 5 Then 'Overhead twohanded downswipe PlayerAnim = 5 Call Player.SetAnimationRange(0, 60, 68) End If If aID = 6 Then 'Up to block position (play backwards to lower sword if you want) PlayerAnim = 6 Call Player.SetAnimationRange(0, 69, 72) End If If aID = 7 Then 'Forward kick PlayerAnim = 7 Call Player.SetAnimationRange(0, 73, 83) End If If aID = 8 Then 'Pick up from floor (or down to crouch at frame 87) PlayerAnim = 8 Call Player.SetAnimationRange(0, 84, 93) End If If aID = 9 Then 'Jump PlayerAnim = 9 Call Player.SetAnimationRange(0, 94, 102) End If If aID = 10 Then 'Jump without height (for programmer controlled jumps) PlayerAnim = 10 Call Player.SetAnimationRange(0, 103, 111) End If If aID = 11 Then 'High jump to Sword Kill (Finish em off move??) PlayerAnim = 11 Call Player.SetAnimationRange(0, 112, 125) End If If aID = 12 Then 'Side Kick PlayerAnim = 12 Call Player.SetAnimationRange(0, 126, 133) End If If aID = 13 Then 'Spinning Sword attack (might wanna speed this up in game) PlayerAnim = 13 Call Player.SetAnimationRange(0, 134, 145) End If If aID = 14 Then 'Backflip PlayerAnim = 14 Call Player.SetAnimationRange(0, 146, 158) End If If aID = 15 Then 'Climb wall PlayerAnim = 15 Call Player.SetAnimationRange(0, 159, 165) End If If aID = 16 Then 'Idle 1 - Breathe heavily PlayerAnim = 16 Call Player.SetAnimationRange(0, 184, 205) End If If aID = 17 Then 'Idle 2 PlayerAnim = 17 Call Player.SetAnimationRange(0, 206, 250) End If If aID = 18 Then 'Idle 3 PlayerAnim = 18 Call Player.SetAnimationRange(0, 251, 300) End If End If End Sub
|
|
|
|
|
Logged
|
|
|
|
|