|
You last visited: Today at 18:36
Advertisement
Wingmask Stand Animation
Discussion on Wingmask Stand Animation within the Flyff Private Server forum part of the Flyff category.
12/23/2018, 20:22
|
#1
|
elite*gold: 0
Join Date: Sep 2017
Posts: 32
Received Thanks: 0
|
Wingmask Stand Animation
Hi, anyone knows how wingmask animate during standing of the character like insanity flyff?
I have wing model with walk and stand animation. But ingame, the stand animation is not working.
see .gif below;
|
|
|
12/23/2018, 20:41
|
#2
|
elite*gold: 0
Join Date: Jan 2014
Posts: 187
Received Thanks: 157
|
Code:
if (pRideProp && pRideProp->dwID == II_RID_RID_BOR_LADOLF || pRideProp->dwID == II_RID_RID_BOR_JLADOLF
#if __VER >= 9
|| pRideProp->dwID == II_RID_RID_BOR_JLADOLF_S || pRideProp->dwID == II_RID_RID_BOR_LADOLF_S
#endif //
)
{
if (m_pLadolf == NULL)
{
m_pLadolf = new CModelObject;
m_pLadolf->InitDeviceObjects(pd3dDevice);
m_pLadolf->LoadBone("mvr_Ladolf.chr");
m_pLadolf->LoadElement("mvr_Ladolf.o3d", 0);
m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
}
D3DXMATRIX mLadolf = mRide;
D3DXVECTOR3 vLocal;
FLOAT fAngXZ = GetAngle();
FLOAT fAngH = GetAngleX();
AngleToVector(&vLocal, fAngXZ, -fAngH - 10.0f, 1.4f);
// ³¯±â ½ÃÀÛ - °¡¼ÓÁß
if (m_pActMover->GetStateFlag() & OBJSTAF_ACC)
{
if (m_dwLadolfFlag == 0)
{
m_pLadolf->LoadMotion("mvr_Ladolf_walk.ani");
m_pLadolf->SetMotionBlending(TRUE);
m_pLadolf->SetLoop(ANILOOP_LOOP);
m_dwLadolfFlag = 1;
}
}
else
{
if (D3DXVec3LengthSq(&m_pActMover->m_vDelta) < 0.001f)
{
if (m_dwLadolfFlag == 1)
{
m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
m_pLadolf->SetMotionBlending(TRUE);
m_pLadolf->SetLoop(ANILOOP_LOOP);
m_dwLadolfFlag = 0;
}
}
}
mLadolf._41 += vLocal.x;
mLadolf._42 += vLocal.y;
mLadolf._43 += vLocal.z;
m_pLadolf->m_nNoEffect = m_pModel->m_nNoEffect;
m_pLadolf->Render(pd3dDevice, &mLadolf);
m_pLadolf->m_nNoEffect = 0;
}
You'll have to change the entire code but this is the base. Merry Christmas!
|
|
|
12/24/2018, 02:41
|
#3
|
elite*gold: 0
Join Date: Sep 2017
Posts: 32
Received Thanks: 0
|
Quote:
Originally Posted by MrDemian
Code:
if (pRideProp && pRideProp->dwID == II_RID_RID_BOR_LADOLF || pRideProp->dwID == II_RID_RID_BOR_JLADOLF
#if __VER >= 9
|| pRideProp->dwID == II_RID_RID_BOR_JLADOLF_S || pRideProp->dwID == II_RID_RID_BOR_LADOLF_S
#endif //
)
{
if (m_pLadolf == NULL)
{
m_pLadolf = new CModelObject;
m_pLadolf->InitDeviceObjects(pd3dDevice);
m_pLadolf->LoadBone("mvr_Ladolf.chr");
m_pLadolf->LoadElement("mvr_Ladolf.o3d", 0);
m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
}
D3DXMATRIX mLadolf = mRide;
D3DXVECTOR3 vLocal;
FLOAT fAngXZ = GetAngle();
FLOAT fAngH = GetAngleX();
AngleToVector(&vLocal, fAngXZ, -fAngH - 10.0f, 1.4f);
// ³¯±â ½ÃÀÛ - °¡¼ÓÁß
if (m_pActMover->GetStateFlag() & OBJSTAF_ACC)
{
if (m_dwLadolfFlag == 0)
{
m_pLadolf->LoadMotion("mvr_Ladolf_walk.ani");
m_pLadolf->SetMotionBlending(TRUE);
m_pLadolf->SetLoop(ANILOOP_LOOP);
m_dwLadolfFlag = 1;
}
}
else
{
if (D3DXVec3LengthSq(&m_pActMover->m_vDelta) < 0.001f)
{
if (m_dwLadolfFlag == 1)
{
m_pLadolf->LoadMotion("mvr_Ladolf_stand.ani");
m_pLadolf->SetMotionBlending(TRUE);
m_pLadolf->SetLoop(ANILOOP_LOOP);
m_dwLadolfFlag = 0;
}
}
}
mLadolf._41 += vLocal.x;
mLadolf._42 += vLocal.y;
mLadolf._43 += vLocal.z;
m_pLadolf->m_nNoEffect = m_pModel->m_nNoEffect;
m_pLadolf->Render(pd3dDevice, &mLadolf);
m_pLadolf->m_nNoEffect = 0;
}
You'll have to change the entire code but this is the base. Merry Christmas!
|
Thanks for response bro, but this code is the same as mine x.x
|
|
|
12/25/2018, 05:56
|
#4
|
elite*gold: 0
Join Date: Apr 2018
Posts: 139
Received Thanks: 18
|
I think the pma_wing is the base you have to do some changes in the code.
|
|
|
12/25/2018, 10:32
|
#5
|
elite*gold: 0
Join Date: Jun 2017
Posts: 159
Received Thanks: 5
|
Edit mover.cpp
|
|
|
12/25/2018, 17:53
|
#6
|
elite*gold: 0
Join Date: Jan 2014
Posts: 187
Received Thanks: 157
|
This should do it, havnt checked the source just rewrote the code from this Thread
Code:
if(g_pPlayer)
{
CItemElem* pWings = g_pPlayer->GetEquipItem(PARTS_CLOAK); //Change it to your Parts Define
if(pWings)
{
if (m_pWingModel == NULL) //New CModelObject
{
m_pWingModel = new CModelObject;
m_pWingModel->InitDeviceObjects(pd3dDevice);
m_pWingModel->LoadBone("mvr_Ladolf.chr"); //mvr whatever
m_pWingModel->LoadElement("mvr_Ladolf.o3d", 0); //
m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");//
}
if (g_pPlayer->m_pActMover->GetStateFlag() == OBJSTAF_WALK)
{
m_pWingModel->LoadMotion("mvr_Ladolf_walk.ani");
m_pWingModel->SetMotionBlending(TRUE);
m_pWingModel->SetLoop(ANILOOP_LOOP);
}
else
{
m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");
m_pWingModel->SetMotionBlending(TRUE);
m_pWingModel->SetLoop(ANILOOP_LOOP);
}
m_pWingModel->m_nNoEffect = m_pModel->m_nNoEffect; //Sfx
m_pWingModel->Render(pd3dDevice, &mLadolf);
m_pWingModel->m_nNoEffect = 0;
}
}
|
|
|
12/26/2018, 06:06
|
#7
|
elite*gold: 0
Join Date: Jun 2017
Posts: 159
Received Thanks: 5
|
I think it's very easy.
Just edit the code in mover.cpp.
|
|
|
12/30/2018, 13:35
|
#8
|
elite*gold: 0
Join Date: Apr 2018
Posts: 139
Received Thanks: 18
|
Quote:
Originally Posted by MrDemian
This should do it, havnt checked the source just rewrote the code from this Thread
Code:
if(g_pPlayer)
{
CItemElem* pWings = g_pPlayer->GetEquipItem(PARTS_CLOAK); //Change it to your Parts Define
if(pWings)
{
if (m_pWingModel == NULL) //New CModelObject
{
m_pWingModel = new CModelObject;
m_pWingModel->InitDeviceObjects(pd3dDevice);
m_pWingModel->LoadBone("mvr_Ladolf.chr"); //mvr whatever
m_pWingModel->LoadElement("mvr_Ladolf.o3d", 0); //
m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");//
}
if (g_pPlayer->m_pActMover->GetStateFlag() == OBJSTAF_WALK)
{
m_pWingModel->LoadMotion("mvr_Ladolf_walk.ani");
m_pWingModel->SetMotionBlending(TRUE);
m_pWingModel->SetLoop(ANILOOP_LOOP);
}
else
{
m_pWingModel->LoadMotion("mvr_Ladolf_stand.ani");
m_pWingModel->SetMotionBlending(TRUE);
m_pWingModel->SetLoop(ANILOOP_LOOP);
}
m_pWingModel->m_nNoEffect = m_pModel->m_nNoEffect; //Sfx
m_pWingModel->Render(pd3dDevice, &mLadolf);
m_pWingModel->m_nNoEffect = 0;
}
}
|
this work?
|
|
|
Similar Threads
|
Release WingMask :D
04/29/2017 - Flyff PServer Guides & Releases - 33 Replies
Servu's
Ich Release hier mal 7 WingMask die ich auf meinem Rechner gefunden habe sind aber kein FLOATING... mir WAYNE :)
Im Inhalt sind Fertige einträge der MdlDyna.inc PropItem.txt und defineItem.h
Sowie Der Model Ordner und Texture Ordner :)
Passwort: kevinonepvp
|
Wingmask error [WORLD SERVER]
04/13/2013 - Flyff Private Server - 3 Replies
Hab schon gefixt ;) !
|
WingMask von ForsakenFlyff
03/14/2013 - Flyff Private Server - 1 Replies
Hallo , ich habe zum testen die WingMasken von forsaken flyff genommen und das system auch eingebaut. Die einträge habe ich auch von Forsaken flyff.
Ingame sind die Flügel aber Unsichtbar also man sieht die GARNICHT hätte jemand eine ahnung woran es liegt ? ich besitze denn ganzen model ordner von Forsaken Flyff!
|
All times are GMT +1. The time now is 18:37.
|
|