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
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
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
You're absolutely correct but I have no idea to make Blender text rap around a curved surface.1. flatten the text into a single plane above the model.
Though I did figure out how to add text, so I can add your name to the stock of my gun.
but im not making this to release or anything, this weapon is for learning.
Your sword edit overwrites the default sword's stuff.
//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);
}
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?
...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.
// 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";