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Author Topic: Again, could use some help with .X file animations  (Read 2341 times)
Magnum357jhp
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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.   Angry  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...

Code:
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.
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asia
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« 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
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Fabio Musmeci
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Learning to live better on a smaller footprint..
Magnum357jhp
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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.   Roll Eyes  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...

Code:
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.   Roll Eyes  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?
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Dimple
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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.
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Magnum357jhp
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Posts: 124


« Reply #4 on: January 31, 2010, 02:18:54 AM »

I thought I was loading the model before the texture code.  Huh  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.   Tongue

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.
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asia
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« 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
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Fabio Musmeci
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jviper
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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.
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Magnum357jhp
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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...

Code:
-----------------------------------------------------------
    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.   Huh
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"There is no such thing as the ultimate programming language.  Every language has its weaknesses."
asia
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Posts: 182


« Reply #8 on: February 01, 2010, 02:56:00 AM »

Is your mesh size greater than 100?
You set the canera position at
Quote
  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
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CR Casaccia
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Learning to live better on a smaller footprint..
jviper
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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.
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Magnum357jhp
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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.
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Dimple
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Posts: 539


« Reply #11 on: February 03, 2010, 09:08:09 PM »

 Smiley

Here's what i did in TV3D 6.5 with an animated x file...  Maybe it will be helpfull to you. 

http://www.truevision3d.com/forums/tv3d_sdk_65/having_problems_converting_attach_to_bone_sample_to_tv65-t19891.0.html
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asia
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« Reply #12 on: February 04, 2010, 02:59:33 AM »

Once again send us that bloody x file!
Fabio
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Fabio Musmeci
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CR Casaccia
Via Anguillarese 301
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musmeci@enea.it
+39 3333934898
Learning to live better on a smaller footprint..
TripleView
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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..

Code:
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
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