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Author Topic: Ground effect animation in 3.3.5  (Read 2873 times)

Roxas

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Ground effect animation in 3.3.5
« on: December 01, 2015, 08:59:47 pm »
Hello, I would make a patch for the animation of the effect of ground warlord in wotlk, if possible can you tell me how? :)
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Namok

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Re: Ground effect animation in 3.3.5
« Reply #1 on: December 01, 2015, 09:43:14 pm »
Hi Roxas ! Are you talking about the grass ? When you run and it's wriggling ?
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Roxas

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Re: Ground effect animation in 3.3.5
« Reply #2 on: December 01, 2015, 11:13:10 pm »
you can see the grass moving on this video
[media:24m6oxt2]https://www.youtube.com/watch?v=esjIBC41fXI[/media:24m6oxt2]
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Gurluas

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Re: Ground effect animation in 3.3.5
« Reply #3 on: December 01, 2015, 11:49:35 pm »
I think that's not possible in 3.3.5, as the effects are hardcoded not to move...At least that's what I heard.
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Amaroth

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Re: Ground effect animation in 3.3.5
« Reply #4 on: December 02, 2015, 08:46:56 am »
I suppose we are talking about changes in game engine itself, if it is so, its near to impossible.
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Alastor

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Re: Ground effect animation in 3.3.5
« Reply #5 on: December 02, 2015, 03:41:10 pm »
its possible and its easy

that moving grassare is just model spawned by ground effects so you can simple add that moving animation to model of grass which is like 4 vertexis and you are done you have moving grass
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Roxas

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Re: Ground effect animation in 3.3.5
« Reply #6 on: December 02, 2015, 05:28:50 pm »
and if I convert a wod grass m2 on 3.3.5 ?
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Alastor

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Re: Ground effect animation in 3.3.5
« Reply #7 on: December 02, 2015, 06:25:35 pm »
i have no idea if that grass has those animations but i guess that it should have one so try to have a look
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spik96

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Re: Ground effect animation in 3.3.5
« Reply #8 on: December 02, 2015, 06:28:29 pm »
I believe this moving effect was not written in the m2 by Blizzard, it's probably a global effect applied on grass models which, by themselves, contain no animation.
What Alastor suggest is to mimic the movement by adding an animation to the grass models you want.
I think this could be possible, if there is no hardcoded thing preventing ground models to move but I don't see why there would be one. Hell, we have moving palmtrees in Stranglethorn since Vanilla.

The hard task is here to define what the animation is. I believe most grass have one bone, therefore one keybone so we could apply the animation to all grass models with a script without having to do it by hand.
But how to define the movement in terms of time stamps and translation/rotation/scaling values ? Tricky.

Just to be sure we should check a WoD grass model. If there is an animation then we're done.
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Re: Ground effect animation in 3.3.5
« Reply #9 on: December 02, 2015, 06:49:13 pm »
Well, you still probably won't solve problem with animations of grass "reacting" on player movement. About WoD GE models, their retro-ported versions from PhillipTNG don't have animations and I doubt he would be removing those animations if there were any.
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spik96

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Re: Ground effect animation in 3.3.5
« Reply #10 on: December 02, 2015, 08:21:04 pm »
We can't bring the reacting to players feature, but ambient animation would already be quite nice.
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Re: Ground effect animation in 3.3.5
« Reply #11 on: December 02, 2015, 10:42:57 pm »
Please note that the number of bones (and probably vertices) is hard limited inside the client. Be sure to test before putting in a lot of work.
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Amaroth

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Re: Ground effect animation in 3.3.5
« Reply #12 on: December 02, 2015, 11:09:17 pm »
Still guys came up with an interresting idea. I am just not sure how optimal will performance be (if engine will even handle this kind of solution). Well, hopefully someone will try and we shall see.
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Roxas

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Re: Ground effect animation in 3.3.5
« Reply #13 on: December 03, 2015, 01:41:20 am »
Hi, thank you for your rep if you ever find a technique to do thank you in advance to explain me.
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