Custom Query (5409 matches)
Results (34 - 36 of 5409)
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Ticket
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Resolution
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Summary
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Owner
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Reporter
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| #37 |
fixed
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Entity Event - Charge
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Stuart Walpole
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| Description |
- Trample Aura (component of Charging). Used in particular by cavalry to mow down infantry.
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| #38 |
wontfix
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PMDExp
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Stuart Walpole
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| Description |
- (updates to 3ds plugins -- requires knowledge of MaxScript through the Max SDK)
- "Max tools would be nice to have early on (simple bones and use of the skin modifier), but not extremely necessary"
- "I would just avoid holding off on doing things like catapults, swaying trees, grass, animals for a while (which isn't super critical stuff)"
- Support for non-biped animatable objects (siege, ships) vertex skinning and attachment (using skin and simple bones - vs. physique and biped)
- Export simple 3dmax bones and bone animations (for quadrupeds, fish, birds, deer, sheep, elephants - anything nonbiped)
- Skin information (for vertex assignments to simple 3dmax boned animations)
- Vertex based animation (like how 3ds saves its animations - for things such as trees falling)
- Convert exporter so it's usable in newer versions of Max and other modelling tools such as Blender (our current exporters only work in 3ds Max R6)
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| #39 |
wontfix
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Environmental Events
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Stuart Walpole
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| Description |
- Timed Events: Track elapsed time (see Simulation=>Time Elapsed) until event (target time specified in session configuration).
- Examples: Season Cycle, Day/Night Cycle, Ceasefire
- Random Events: Similar to timed events, but they can occur at random (frequency determined by things like climate settings and current season).
- Possible effects of event:
- Set actors to this event group if they have it. (ie trees might have a Winter group where their textures are leafless and snow-covered, or an Autumn group where the leaves are red and golden.)
- Change light settings to those specified by a lighting group used by the scenario. (eg Twilight, Dawn.)
- Support for scripted conditional modifiers (perhaps handled through Tech system?). For example, to make Fields have a bonus to gathered resources in Spring and Summer, or units have reduced vision in darkness.
- Climate effects (eg snow more prevalent in Winter, though it never snows in desert climate).
- Conditions are affected by the map's climate settings. (For example, it never snows in a desert climate, and there are longer twilights in the northern hemisphere.)
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