Yeah it should be, the whole voidmap and temple is milestone 2 (: On Thu, Jul 23, 2009 at 10:51 AM, katie cook <ktmcook@xxxxxxxxx> wrote: > Yeah, I'm game for whatever you got for me. Just let me know when we get > there what you'd like. Is that going to be part of Milestone 2? > > --- On *Wed, 7/22/09, eric drewes <figarus@xxxxxxxxx>* wrote: > > > From: eric drewes <figarus@xxxxxxxxx> > Subject: [project1dev] Re: Project1 - SVN Update 393 > To: project1dev@xxxxxxxxxxxxx > Date: Wednesday, July 22, 2009, 6:02 PM > > > alex and i will work on it together, and katie if she wants... no definite > plan but alex has been working on building non-temp stuff for nick > > On Wed, Jul 22, 2009 at 8:58 PM, Alan Wolfe > <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> > > wrote: > >> hey eric, btw who is making the art for the temple (ie the final models)? >> >> On Wed, Jul 22, 2009 at 5:45 PM, eric drewes >> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx> >> > wrote: >> >>> i will probably work on a little bit better model and do some animations >>> when i am at my desktop, neat :) >>> >>> >>> On Wed, Jul 22, 2009 at 8:40 PM, Alan Wolfe >>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >>> > wrote: >>> >>>> Re: animation! (in case you wanna animate teh kittehs!) >>>> >>>> 1) Make your model >>>> 2) Give some animation to that model (like idle animation, walking, >>>> whatever) and save, call it something like "KittenBase" or "KittenIdle" or >>>> something (we'll have to come up with a standard) >>>> 3) To make another animation, do a "save as" of that file and save a >>>> copy, and edit that animation >>>> 4) repeat step 3 for each animation you want to make >>>> 5) If you ever want to edit how the model looks, just edit the origional >>>> model (ie the "kittenidle" file) and you dont need to worry about the other >>>> files (in fact the other files dont need any model data i dont think, they >>>> just need the animated bone data). >>>> 6) If you ever want to add or remove bones, you have to do it to ALL the >>>> animations for that model unfortunately >>>> >>>> this is the really rough system as it works currently, as we start using >>>> it we'll hit snags and those will get smoothed out (: >>>> >>>> but yeah, if you Eric do the above, Kent can actually play around with >>>> playing animations at diff times. >>>> >>>> Like Kent, you could have a variable per mob that was it's "State" >>>> >>>> ie... >>>> >>>> 0 = sitting there wagging it's tail >>>> 1 = walking >>>> 2 = running >>>> 3 = angry growling >>>> >>>> and you could make the script play the right animation based on which >>>> state each mob was in, and could make the script move / shake / whatever >>>> the >>>> model as is appropriate for their state. >>>> >>>> ::shrug:: >>>> On Wed, Jul 22, 2009 at 5:34 PM, Apache User < >>>> dhapache@xxxxxxxxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=dhapache@xxxxxxxxxxxxxxxxxxx> >>>> > wrote: >>>> >>>>> User:eric >>>>> >>>>> Message: temp kitten ;o) >>>>> >>>>> <Files Changed> >>>>> A Art/Models/Enemies/kitten.ms3d >>>>> >>>>> >>>>> >>>> >>> >> > >