Well, here is the model & animation info straight out of UnrealShare.bird1:
*I believe I am only actually using the Hit1, Hit2 and Flight sequences atm.
Code: Select all
class Bird1 extends FlockPawn;
#exec MESH IMPORT MESH=Bird ANIVFILE=MODELS\bird1_a.3D DATAFILE=MODELS\bird1_d.3D LODSTYLE=2
#exec MESH LODPARAMS MESH=Bird STRENGTH=0.25
#exec MESH ORIGIN MESH=Bird X=0 Y=0 Z=0 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=Bird SEQ=All STARTFRAME=0 NUMFRAMES=31
#exec MESH SEQUENCE MESH=Bird SEQ=Middle STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Dead1 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Dead2 STARTFRAME=2 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Hit1 STARTFRAME=3 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Hit2 STARTFRAME=4 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Ground1 STARTFRAME=5 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Ground2 STARTFRAME=6 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Bird SEQ=Flight STARTFRAME=7 NUMFRAMES=24
#exec TEXTURE IMPORT NAME=JBird11 FILE=MODELS\Bird1.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=Bird X=0.06 Y=0.06 Z=0.12
#exec MESHMAP SETTEXTURE MESHMAP=Bird NUM=1 TEXTURE=JBird11
Since I have the NewBirds just doing damage when they bump other pawns, no real need for any new attack
animations, unless you get real ambitious with it. I was going to keep it basic, and use the same general
attack method for the bats, at least for the 1st attempt.
It might be interesting to get animations for Perching or Walking, but I got no idea how to add those.
(Although I may be able to write the state code for those, if the animations existed and would compile.)
I have never been able to get any model files exported from UT or Unreal that would work when I tried to
compile them with UCC....
Perhaps you could try out the download I posted on page 1, and take a look at what I did with the state code there.