psionic zombie file

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I am using the zombie generously offered by Psionic as a place holder and the zombie works great, anims work great, but when I "pointentity" he comes at me with his back turned to me...as in he walks backwards.

I rotate him on load, but it does no good, as soon as he spots me he walks backward with his back to me.

Any ideas how I can make him walk the correct orientation- i.e flip around?

thx

rotatemesh.

@ Yavin- well it now faces me using RotateMesh, but the mesh is all messed up.

And the legs doubled, but still animate. Just has scattered Verts.

aakkk

it probably has to do with the model's local 0,0,0 position. In modelers, there's a grid with a point 0 in it, depending on the models rotation within the modeler, pointing it to an entity can mess it up. I too had this problem in my game, and found that the solution is to go into a modeler with the model in it, and rotate it 180 degrees so it faces the other way.

@ chwaga- thx, but I have no way to load the models in a modeller.... :(

I use Max6, but I do not have a .x importer, and to my knowledge Max has no .b3d importer.

If its just temporary placeholder, Reverse the pointentity
Ex:
Pointentity Zombie,PointAt
Turnentity Zombie,-180,-180,-180

Thats off the top of my head, may have to tweak it a bit.

yeah, pointing then turning would work also.

To use the Psionic zombie in a regular fashion you can attach it to a pivot then use the pivot for positioning and collision while retaining the model for picking etc.

This should get you going:
Type zombie
	Field model
	Field pivot
	;etc...
End Type

zombieTemp=LoadAnimMesh("zombie.b3d") : RotateEntity zombieTemp,0,180,0 : HideEntity zombieTemp 
ExtractAnimSeq zombieTemp, 2, 20 
ExtractAnimSeq zombieTemp, 22, 36; etc...

;Make a new zombie like this:
currentZombie.zombie=New zombie
currentZombie.zombie\pivot=CreatePivot() : RotateEntity currentZombie.zombie\pivot,0,180,0
currentZombie.zombie\model=CopyEntity(zombieTemp,currentZombie.zombie\pivot)
;etc... (meshcullbox/pickmode for zombie, entitytype for pivot and so on)


Ok, thx guys.

It dawned on me to just download the Milkshape Trial, rotate all aspects of the model, the re-export it to b3d.

And walla, it works great.

I know others have used this model and haven't reported a problem with it (to my knowledge). Got a link where I can download it?

Link to Psionics stuff is;
http://www.psionic3d.co.uk/gallery/thumbnails.php?album=2

Ah. From the readme:
NOTE: He also needs to be rotated 180 degrees because He's currently facing the camera on IMPORT (unless thats what you want)


for milkshape if you want your mesh to face the right way then you must have it facing away from the camera labeled front

The reason the mesh whacked out like that is because Blitz3D only rotated the mesh, not the rig. I remember that problem. Good job sorting it out :).