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Date Editor Before After
6/13/2017 2:30:10 PMJPrankgajop before revert after revert
Before After
1 @Anarchid: What is the solution then (for ZK and Spring more generally)? 1 @Anarchid: What is the solution then (for ZK and Spring more generally)?
2 \n 2 \n
3 Should we: 3 Should we:
4 \n 4 \n
5 1) Improve and support plugins that convert $EXTERNAL_EDITOR (e.g Blender) formats to Spring? I think you've used these things before for Gravitas (and other LD games?) and it worked out well as far as I'm concerned. 5 1) Improve and support plugins that convert $EXTERNAL_EDITOR (e.g Blender) formats to Spring? I think you've used these things before for Gravitas (and other LD games?) and it worked out well as far as I'm concerned.
6 \n 6 \n
7 2) Add standard $ANIMATION_FORMAT support to the engine itself. I think this is partially useful for mesh deforms as well, and there was some work in that direction before. I don't know the limitations of this approach, and if it's related to the synced nature of the engine/aiming. 7 2) Add standard $ANIMATION_FORMAT support to the engine itself? I think this is partially useful for mesh deforms as well, and there was some work in that direction before. I don't know the limitations of this approach, and if it's related to the synced nature of the engine/aiming.
8 \n 8 \n
9 3) Create/improve in-engine tools for animating. ToolBox had one such animating software prototype ( made by CarRepairer/knorke if I'm not mistaken) , and I was thinking of making a more advanced version of that in SpringBoard in the future. 9 3) Create/improve in-engine tools for animating? ToolBox had one such animating software prototype ( made by CarRepairer/knorke if I'm not mistaken) , and I was thinking of making a more advanced version of that in SpringBoard in the future.
10 \n 10 \n
11 4) Something else? 11 4) Something else?