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    1. Ray
      Latest Entry

      By Ray,

      Gert has released a new update video on the progress of ET2.

      There is also an voting for the name of this game on Crossfire. So, head over there and suggest or vote for a name for this game project. :classic_cool:

      They also still need more helping hands with this project, so if you have any experience with UnrealEngine 4, send an email to gert@nothing2great.com

    2. Tags are used to attach external models to a model. Attachment means
      that the external models origin aligns itself with the models tag
      location and orientation. As the external model is parented to the tag
      (nested in tag space), any animation of the tag will also affect the
      external model.
      Domain specific scripts tell the engine which external models to attach
      to a given tag. These scripts are either located in mapscript files
      (attachtotag command) or .skin files. Sometimes they are also hard
      An example use case is a hat model (defined separately) attached to a
      head model. This way, characters can be assembled with different looks
      without having to duplicate their model definitions. Tags therefore
      support reuse.
      Another example use case is that of a tank turret model attached to a
      tank model. Instead of having a shooting animation (rotate turret left,
      shoot, rotate turret right) be recorded as vertex positions across
      several key-frames inside a single model, a tag can be used to control
      the shooting animation of a separated model. This safes memory, as the
      tags animation data most likely takes much less space compared to the
      animation data of the tank turret inside a single model.
      However, reuse and memory savings are traded against loss in
      performance. Vertex positions of the external models have to be

      recalculated against the current frame tags location and orientation.

      source from acQu, thx mate

Portal by DevFuse · Based on IP.Board Portal by IPS
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