greebo 86 Posted June 14, 2007 Report Share Posted June 14, 2007 The vertex editing for CurveNURBS and CurveCatmullROM is functional now. I had to do some refactoring before I could get to speed, but everything seems to work now. (Though I could have been faster if that damn instancing system wouldn't have gotten in my way again). I added the according commands to the menu and the toolbar to the left: A new snapshot build will be up in a minute:http://darkradiant.sourceforge.net/snapshot.php Quote Link to post Share on other sites
Mr Mike 11 Posted June 15, 2007 Report Share Posted June 15, 2007 Wow greebo, so fast! I'll be sure to check this out over the weekend and see if I can break it Quote Link to post Share on other sites
SneaksieDave 40 Posted June 15, 2007 Report Share Posted June 15, 2007 Just checked this out, very neat. Only thing is, I don't know what to do with it. Is this for those smooth paths just discussed a day or two ago, like wisps or maybe some machines? It seems to create the path as a func static, but I guess there must be a clue in the bonehoard script about how to get something to follow it; will take a look. Anything else this is for? It'd be neat to be able to use it as a starting point for patch curves... but maybe that's way out there. Quote Link to post Share on other sites
angua 6 Posted June 15, 2007 Report Share Posted June 15, 2007 There is a mover (wisp_mover0) at the starting point of the nurbs (wisp_path0), which follows the curve using this script: void move_wisp() { while(true) { $wisp_mover0.time(100); $wisp_mover0.startSpline($wisp_path0); sys.wait(100); } } You can define the speed with time(100). A light with the wisp particle and a speaker are bound to the mover. Quote Link to post Share on other sites
SneaksieDave 40 Posted June 15, 2007 Report Share Posted June 15, 2007 Interesting.. I assume then that is the usage for these - movers. So this cannot be used for AI pathing? Quote Link to post Share on other sites
OrbWeaver 662 Posted June 15, 2007 Report Share Posted June 15, 2007 I am not sure it would make much sense for AI anyway -- the AI calculate their own path from point to point, they do not slavishly follow an exact line which is laid out for them. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
angua 6 Posted June 15, 2007 Report Share Posted June 15, 2007 You could bind the AI (or the player) to the mover and drag them around. AAAIIIEE! Let gooo! Quote Link to post Share on other sites
SneaksieDave 40 Posted June 15, 2007 Report Share Posted June 15, 2007 Good point... I was thinking about when fire elementals fly someday, but that's probably not an issue anyway, if the lost souls did it just fine. Though I can't quite remember why they fly but ours don't. Quote Link to post Share on other sites
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