ok, just as a side issue, why can't I LOD a mesh? you can do it for terrain, why not Meshes? Aren't terrains just a mesh?
I've just seen Rob's code but that loads 3 seperate entites of varing detail, it's not automatic like terrain.
Maybe I could construct a low-low-low detail hoplite for far away shots .... hmmmmm ... interesting.
As with surfaces, I must be really dumb, I still don't get it! I know a surface as a triangle of 3 vertices and 1 face? so Milkshape states?
Here's my entity initialization code .. might help?
For x=1 To 60
phalanx2.warrior=CreateWarrior2(x,tx2#,tz2#)
Next
...
Function CreateWarrior2.warrior( Numb,x#,z# )
If Numb = FIRST_ELEM ; if first, load mesh
warrior_object=LoadAnimMesh( "UltraThinHop.b3d" )
hop_texture=LoadTexture( "samtxt.bmp", 4 ) ; 4 = Black for transparent
hopwalk1=ExtractAnimSeq( warrior_object, 1, 30 )
; Hoplite - shield side, spear angled forward
hopwalk2=ExtractAnimSeq( warrior_object, 31, 60 )
; Hoplite - shield front, spear angled forward
hopwalk3=ExtractAnimSeq( warrior_object, 61, 90 )
; Hoplite - shield front, spear leveled
hopwalk4=ExtractAnimSeq( warrior_object, 91, 120 )
ScaleEntity warrior_object,.020,.020,.020
TranslateEntity warrior_object,0,-1.25,0
RotateEntity warrior_object, 90,0,0
EntityTexture warrior_object, hop_texture
HideEntity warrior_object
; To allow mouse click to select object on battlefield
EntityPickMode warrior_object, 3
End If
; then create warrior, copy entity
p.warrior=New warrior
p\entity=CopyEntity( warrior_object )
NameEntity p\entity, "Objects"
p\entity_Type = 1 ; object
p\height_offset = 20
...
PosWarrior( p )
Return p
End Function
...
loop ; includes tweening etc not shown
getkeys()
movesoldiers() ; MoveEntity
end loop
I've just seen Rob's code but that loads 3 seperate entites of varing detail, it's not automatic like terrain.
Maybe I could construct a low-low-low detail hoplite for far away shots .... hmmmmm ... interesting.
As with surfaces, I must be really dumb, I still don't get it! I know a surface as a triangle of 3 vertices and 1 face? so Milkshape states?
Here's my entity initialization code .. might help?
For x=1 To 60
phalanx2.warrior=CreateWarrior2(x,tx2#,tz2#)
Next
...
Function CreateWarrior2.warrior( Numb,x#,z# )
If Numb = FIRST_ELEM ; if first, load mesh
warrior_object=LoadAnimMesh( "UltraThinHop.b3d" )
hop_texture=LoadTexture( "samtxt.bmp", 4 ) ; 4 = Black for transparent
hopwalk1=ExtractAnimSeq( warrior_object, 1, 30 )
; Hoplite - shield side, spear angled forward
hopwalk2=ExtractAnimSeq( warrior_object, 31, 60 )
; Hoplite - shield front, spear angled forward
hopwalk3=ExtractAnimSeq( warrior_object, 61, 90 )
; Hoplite - shield front, spear leveled
hopwalk4=ExtractAnimSeq( warrior_object, 91, 120 )
ScaleEntity warrior_object,.020,.020,.020
TranslateEntity warrior_object,0,-1.25,0
RotateEntity warrior_object, 90,0,0
EntityTexture warrior_object, hop_texture
HideEntity warrior_object
; To allow mouse click to select object on battlefield
EntityPickMode warrior_object, 3
End If
; then create warrior, copy entity
p.warrior=New warrior
p\entity=CopyEntity( warrior_object )
NameEntity p\entity, "Objects"
p\entity_Type = 1 ; object
p\height_offset = 20
...
PosWarrior( p )
Return p
End Function
...
loop ; includes tweening etc not shown
getkeys()
movesoldiers() ; MoveEntity
end loop