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Messages - O_O

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1
Creativity / Re: The Plastic Modeler
« on: August 14, 2010, 12:34:36 PM »
Or just turn the text into a mesh using Convert Object Type under Object.
Actualy no because step 2 assumes that your object is already a mesh

2
Creativity / Re: The Plastic Modeler
« on: August 14, 2010, 02:17:05 AM »
You're absolutely correct but I have no idea to make Blender text rap around a curved surface.

Though I did figure out how to add text, so I can add your name to the stock of my gun.
1. flatten the text into a single plane above the model.
2. Find "shrinkwrap" modifier.
3. Play around with settings.
4. Extrude now-curved text down to/through the base of the model
6. ???
5. profit.

3
Creativity / Re: The Plastic Modeler
« on: August 11, 2010, 12:05:53 AM »
Entry name: "A Blockheads House"
Render image:http://i181.photobucket.com/albums/x74/superplane/photo%20album/Picture56.png

Model File: Uploading... Complete


4
Games / Indi Games Bundle three days left
« on: May 08, 2010, 12:25:14 AM »
http://www.wolfire.com/humble




You know, Hiding wont help you... Run


5
Creativity / Re: Garry's Mod Gallery
« on: February 23, 2010, 01:52:28 AM »

PROBE GOES WHERE?!

Barrel playermodel



potential desktop picture

uhhhh Barney im going to need a bigger gun

6
Modification Help / Re: getting your custom animations into a script
« on: February 06, 2010, 11:28:55 PM »
but im not making this to release or anything, this weapon is for learning.

Your sword edit overwrites the default sword's stuff.

yer point waz?

7
Modification Help / Re: getting your custom animations into a script
« on: February 05, 2010, 03:51:27 PM »
Setting the names rather fixed it untill I tried adding in more animations. But at first both the model and the script had lowercase f's.


1. My exporter is old and looks for shape as a starting point. I was taught to use emptys and that's what has been working. Statement is irrelevant to question.
2. The mesh is parented to the armature which is parented to the emptys. Exporting works fine. And the invisibility is so you can see how I have them possitioned because the bones are inside the mesh. If I press z then the 3d view goes back solid.

8
Creativity / Re: The new and improved 3D model topic!
« on: February 03, 2010, 01:30:15 PM »

ITS OVER NINE THOUSAAAAND

9
Modification Help / Re: getting your custom animations into a script
« on: February 02, 2010, 04:55:44 PM »
Code: [Select]
//sword.cs
datablock AudioProfile(swordDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(swordHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(swordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(swordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "swordExplosionParticle";

   uiName = "Sword Hit";
};

datablock ExplosionData(swordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = swordHitSound;

   particleEmitter = swordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("Sword",   '<bitmap:add-ons/Weapon_Sword/CI_sword> %1',    '%2 <bitmap:add-ons/Weapon_Sword/CI_sword> %1',0.75,1);
datablock ProjectileData(swordProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::Sword;
   radiusDamageType  = $DamageType::Sword;
   explosion           = swordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 2;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Sword Slice";
};


//////////
// item //
//////////
datablock ItemData(swordItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./sword.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Sword";
iconName = "./icon_sword";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

// Dynamic properties defined by the scripts
image = swordImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(swordImage)
{
   // Basic Item properties
   shapeFile = "./sword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = swordItem;
   ammo = " ";
   projectile = swordProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = true;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = swordDrawSound;


stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
stateAllowImageChange[1]         = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Firetwo";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "flipA";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;


stateName[4]                    = "Firetwo";
stateTransitionOnTimeout[4]     = "StopFire";
stateTimeoutValue[4]            = 0.2;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "flipB";
stateScript[4]                  = "onFire";
stateWaitForTimeout[4] = true;


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";


};

function swordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);
}

function swordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

modified sword script is swordlike.


1. Are you exporting the animations as .dsqs? If so, you shouldn't be.
2. Are you sure that's what the animations are named?
3. Are you sure you animated correctly?
4. Do the animations have enough time to display?

1.

2. see above
3.
...the animation itself works because i first exported this with one animation named fire. with the goals i mentioned i guess i could combine the two animations into one and call it fire and it would probably work fine...
4. if it wasn't then it would at least show a hyper version of the animation.

10
Modification Help / Re: I need scripter for my Machete. [with picture]
« on: February 01, 2010, 01:07:16 PM »
looks like the one from combat arms
im not sure if theres holes in it though :\ been forever since i saw it

11
Modification Help / Re: getting your custom animations into a script
« on: February 01, 2010, 01:03:28 PM »
with that script it did fire (twice) on a click like i wanted it to. but there was no animation from the weapon. (i believe the arm moved up and down though but that doesn't count)
the animation itself works because i first exported this with one animation named fire... with the goals i mentioned i guess i could combine the two animations into one and call it fire and it would probably work fine
but im not making this to release or anything, this weapon is for learning. and right this second what i want to learn is how the animations interact with the scripts so i can have multiple animations for multiple triggers.

12
Modification Help / getting your custom animations into a script
« on: February 01, 2010, 01:06:46 AM »
ok so heres the deal
newish to scripting and i want to make an animation for a weapon
here i have a model with the animations "flipA" and "flipB"

i want it to play both then end. but when i try in game it doesn't play either animation
obviously i made a mistake. whether that mistake is entering my animation names in the wrong section, or something stupid like requiring the first letter to be capitalized, or even something in blockland that just doesn't let you make your own named animations is up to you.
Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = swordDrawSound;


stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
stateAllowImageChange[1]         = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Firetwo";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "flipA";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;


stateName[4]                    = "Firetwo";
stateTransitionOnTimeout[4]     = "StopFire";
stateTimeoutValue[4]            = 0.2;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "flipB";
stateScript[4]                  = "onFire";
stateWaitForTimeout[4] = true;


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";

13
Games / Re: fallout 3 windows live Help
« on: January 29, 2010, 09:38:53 PM »
games aren't for mac because PEOPLE don't make them for mac
people don't make them for mac because mac users don't PLAY games
mac users don't PLAY games because GAMES aren't for mac
games aren't for mac because theres no MARKET for MAC GAMES
theres no market for MAC games because people all run WINDOWS
people run WINDOWS because theres GAMES for it[/paradox]


need i go farther?

14
so your point is i need some better video with a point.
now let me counter that i have plenty of better ones that i work on for a week and then get bored of.
if i can make it in under an hour then its probably pointless... but in under an hour its not going to lose my attention.

so if you can think of something worth making that dosnt need me to spend a week just creating the animation and the models and such, then maybe we can stop arguing about how stupid it is.

as for the title. all your saying is that i need to edit out the "got yer attention now" part? or you want me to say something ambiguous like just saying roblox.

ROBLOX



and i couldn't care less if you stopped posting or not. if people are posting then it's "worth talking fighting about" or you just like wasting time because you have nothing better to do ^_^

15
try i made a practice video thats so stupid that you might actually laugh at it.

you said i have nice detail.
that dosnt come from sitting and reading books.
i've made a million of these, and deleted almost as many. if i think that one is worth showing because it made me laugh for whatever reason then can you really condemn me?

the point is im making crap about whatever pops up in the here and now

and then when i get a real subject sometime maybe i'll make it better then if i just sat and read about how to do it or something like that.

if you dont like it then you might as well stop replying so it can die ^_^

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