hardsetHead
First time out of the vault

Hi everyone, first time poster, long time lurker.
I'm working on bit of a port of the fallout engine at the moment, I'll spare you the details but I've got a fair bit of progress done, but there was a lurking question I had regarding the original engine that I was wondering if anyone could answer.
I've been able to decode the original FRM files, and in the movement animations the walk and run animations move more than one hex in their full animation. The walk hex moves a total of two hexes in the animation's direction in 8 frames.
I was wondering if anyone knew how the original fallout engine handled animating movement across single hexes.
In my present version, the animation plays with the offsets intact, so the sprite will appear to move in the correct direction. After each 4 frames of movement I then update the actor's actual hex coordinates to reflect the new position of the actor, and then use the new coordinates as the basis of the rendering offsets. To keep this looking correct, if the animation is between frames 4-8, I offset the sprite's position so that it is aligned with one hex backwards along the axis of it's movement.
This system does work and seems to be a valid solution...
but I was wondering if anyone else had any more details regarding how the original devs handled this issue, or how teamX or FIFE had managed the same problem.
I hope I've explained things correctly, but if anyone has any questions feel free to ask.
My current solution seems to work, but I was thinking there had to be a better way of doing this. Plus I wanted to keep it as aligned with the original as possible, so as to prevent any future asset issues.
If anyone could help me out with this, would be greatly appreciated!
I'm working on bit of a port of the fallout engine at the moment, I'll spare you the details but I've got a fair bit of progress done, but there was a lurking question I had regarding the original engine that I was wondering if anyone could answer.
I've been able to decode the original FRM files, and in the movement animations the walk and run animations move more than one hex in their full animation. The walk hex moves a total of two hexes in the animation's direction in 8 frames.
I was wondering if anyone knew how the original fallout engine handled animating movement across single hexes.
In my present version, the animation plays with the offsets intact, so the sprite will appear to move in the correct direction. After each 4 frames of movement I then update the actor's actual hex coordinates to reflect the new position of the actor, and then use the new coordinates as the basis of the rendering offsets. To keep this looking correct, if the animation is between frames 4-8, I offset the sprite's position so that it is aligned with one hex backwards along the axis of it's movement.
This system does work and seems to be a valid solution...
but I was wondering if anyone else had any more details regarding how the original devs handled this issue, or how teamX or FIFE had managed the same problem.
I hope I've explained things correctly, but if anyone has any questions feel free to ask.
My current solution seems to work, but I was thinking there had to be a better way of doing this. Plus I wanted to keep it as aligned with the original as possible, so as to prevent any future asset issues.
If anyone could help me out with this, would be greatly appreciated!