Actor parts (just idea, not request)

Ideas for Game Editor evolution.

Actor parts (just idea, not request)

Postby Troodon » Thu Jan 03, 2008 5:33 pm

I just tought how handy it would be if we could have actor parts. Not synchronised with coordinates (that can be done with separate actors) but with selected parts that can differ in different frames. I mean, you load animation to your actor. It can be for example human. (easy examples)
Now you click on a button that says "draw parts" and it opens a line tool (little like path creator) and it lets you select different parts of the actor; head, right hand, left hand etc. Now you could click add event -> actor part event -> [event list].

Someone_will wrote:And how would you do this?

I have no idea! Maybe it needs C++, maybe C+++ or OpenGL, :lol: it's just an idea I got and maybe someone agree with me that it would be handy.
:)
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Thu Jan 03, 2008 5:47 pm

It would make GE isnt as "the easiest game development tool" again...draw parts would be difficult... :(
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Re: Actor parts (just idea, not request)

Postby Kalladdolf » Thu Jan 03, 2008 6:10 pm

all that tekdino wrote

I don't know what the advantage would be...
maybe I don't understand... :|
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Re: Actor parts (just idea, not request)

Postby Troodon » Thu Jan 03, 2008 9:22 pm

The advantage would be huge! For example let's say you are making a shooter game (not the most peacefull example but easy to explain). Now, you want to make soldiers who die directly if you shoot them in head. But can take some shots to the body without doing (because kevlar). Now you'll say "I would use head as a separate actor". Now, how would you make it easily when your soldiers jump, turn, run in different directions, duck down and perform stunts. It will be big operation just to code it so that the head stays with the body and looks natural. And only about 5 in the forums could do it and find it easy. (I'm not one of them)
If you could make the head a marked area in each frame of the soldier animations, this problem would be solved.
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Thu Jan 03, 2008 9:57 pm

Hmmm...yeah, i think this topic would be a feature request...not an idea again... :wink: :roll:
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Re: Actor parts (just idea, not request)

Postby Kalladdolf » Fri Jan 04, 2008 8:05 am

tekdino wrote:The advantage would be huge! For example let's say you are making a shooter game (not the most peacefull example but easy to explain). Now, you want to make soldiers who die directly if you shoot them in head. But can take some shots to the body without doing (because kevlar). Now you'll say "I would use head as a separate actor". Now, how would you make it easily when your soldiers jump, turn, run in different directions, duck down and perform stunts. It will be big operation just to code it so that the head stays with the body and looks natural. And only about 5 in the forums could do it and find it easy. (I'm not one of them)
If you could make the head a marked area in each frame of the soldier animations, this problem would be solved.

oh, so baically just an idea to make life easier.
I remember when I looked at this abuse demo by makslane (or was it someone else?...)
looked quite interesting and VERY cool, but also had a lotsa bugs :|
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Fri Jan 04, 2008 10:22 am

Hmmm...could you post that link here??? :roll:
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Re: Actor parts (just idea, not request)

Postby Fuzzy » Sat Jan 05, 2008 10:27 am

Code: Select all
struct Vec {
 int XV;
 int YV
};

struct ActorBody {
 struct Vec Head;
 struct Vec Neck;
 struct Vec Chest;
 struct Vec Larm;
 struct Vec Rarm;
 struct Vec Stomach;
 struct Vec Pelvis;
 struct Vec Lleg;
 struct Vec Rleg;
};

put that in global..

Now we make an array, also in global..

Code: Select all
struct ActorBody Body[10]; // enough for 10 actors with human style bodies


to define these use
Code: Select all
Body[1]->Head->XV = 0;
Body[1]->Head->YV = -16;


and so forth. There is a bit more to it, but it should give you food for thought.
Last edited by Fuzzy on Sat Jan 05, 2008 11:20 am, edited 1 time in total.
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Sat Jan 05, 2008 10:33 am

OMG... :shock:
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Re: Actor parts (just idea, not request)

Postby Troodon » Sat Jan 05, 2008 10:49 am

:shock: :shock: :shock:

But does that work with frames?
Note: I don't understand your code. Too advanced.

What's sruct? I guess the stuck is typo.
Int is temporary var that I know. But I don't understand how it can depend on frame and coordinates the same time.
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Sat Jan 05, 2008 10:58 am

Yeah, 2 advanced...
Btw, can GE use long integer???
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Re: Actor parts (just idea, not request)

Postby Fuzzy » Sat Jan 05, 2008 11:21 am

yeah, GE can use a long integer.

long int Example;
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Re: Actor parts (just idea, not request)

Postby Fuzzy » Sat Jan 05, 2008 11:24 am

int is not a temporary var unless its defined in a function, in which case its more correctly called a local var.
[code]
// this is global code
int Fuzzy; // This is a global var

void Function Demonstrate()
{
int tekdino; // this is a local var. it dies when the function ends.
};
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Re: Actor parts (just idea, not request)

Postby Fuzzy » Sat Jan 05, 2008 11:32 am

tek, if you really wanted to do something like this I would advise having an array for the players actor. use one element of the array for each frame. You'd have to do a lot of work setting the coordinates, but you could also write a program to help you do it.
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Re: Actor parts (just idea, not request)

Postby Bee-Ant » Sat Jan 05, 2008 11:32 am

How about pointer??? :roll:
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