FL Animations
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OMFG… need to learn that… soon… asap…
U’re awesome sushi
Thanks, Mind. If you have some troubles with it, hit me up. I could even make a video tutorial down the line, if you like
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Moar wing folding goodness ;D
http://www.youtube.com/watch?v=w1JUZ7xZ3g8 -
@ Legion…
Thats kind were my heads headed with this… but i’d be more inclined (if i knew how lol)
to try to tie it to “trail_effect_player” in the engines… possibly via hook??This only seems to kick in when cruise is hit… and that’s the perfect place for such an animation
might look a little funny when having docking problems thoughAwsome stuff though… keeping 2 keen eyes on these delvelopments
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Ya, fixed it
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Sweet ;D
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Well, now I know you guys are just posturing! ;D
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might need some finetunning… ;D
I hope you didnt use CShip::open_bay because thats too easy and you lose the normal cargo bay animation
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I just saw the videos and did some testing, Mindhunter felt the need to post ^^ Out of simplicity I used open_bay() and to make it even worse I did a quick offset hack in common.dll via hex editor to prevent the shield dropping When I have some spare time (which I have not much atm because of university exams) I will try to call the animations directly (I have isolated the asm part), we will see where that leads
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That sounds awesome. I look forward to see what you can do!
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might need some finetunning… ;D
That’s what I was tlking about. Thanks for showing me that. I will try to have that done.
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The problem I have so far is, that
namespace DALib{ IMPORT struct IAnimation2* Anim; };
seems to be wrong, since the linker searches then for__imp_?Anim@DALib@@3PAUIAnimation2@1@A
whereas it should be```
_imp?Anim@DALib@@3PAUIAnimation2@@AEdit: Corrected typo...
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Yes that’s right, I retraced my attempts (via undo) and it occured before the 2 last so it basicly is only wrong in my quote
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Ok got it
struct IMPORT IAnimation2{ }; namespace DALib { IMPORT IAnimation2* Anim; }; ```works and leads to the right ASM code, even if it looks stupid :D
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