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Posted

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:

t778153_curvemenu.jpg

 

A new snapshot build will be up in a minute:

http://darkradiant.sourceforge.net/snapshot.php

Posted

Just checked this out, very neat. Only thing is, I don't know what to do with it. :blush: 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. ;)

Posted

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.

Posted

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.

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