31
Modification Help / Re: MilkShape Collision Mesh
« on: April 25, 2010, 12:37:18 AM »
Anyone? D:
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.
CollisionMesh101
For MS3D
1. Create a Box
2. Name it: collision-1
3. Export using TGE Plus, then click "Create Bounds", after that, click "Apply"
4. Export
Start a singleplayer game and enter playerstandardarmor.save("base/standardplayer.cs"); into the console. Then open the output file and there you have it.
new PlayerData(PlayerStandardArmor)
{
className = "armor";
shapeFile = "./data/shapes/player/m.dts";
emap = "1";
renderWhenDestroyed = "1";
mass = "90";
drag = "0.1";
density = "0.7";
maxEnergy = "100";
maxDamage = "100";
disabledLevel = "1";
destroyedLevel = "1";
repairRate = "0.33";
rechargeRate = "0.8";
inheritEnergyFromMount = "0";
isInvincible = "0";
firstPersonOnly = "0";
thirdPersonOnly = "0";
useEyePoint = "0";
observeThroughObject = "0";
computeCRC = "0";
renderFirstPerson = "0";
pickupRadius = "1.25";
minLookAngle = "-1.5708";
maxLookAngle = "1.5708";
maxFreelookAngle = "3";
maxTimeScale = "1.5";
maxStepHeight = "1";
runForce = "4320";
runEnergyDrain = "0";
minRunEnergy = "0";
maxForwardSpeed = "7";
maxBackwardSpeed = "4";
maxSideSpeed = "6";
maxUnderwaterForwardSpeed = "8.4";
maxUnderwaterBackwardSpeed = "7.8";
maxUnderwaterSideSpeed = "7.8";
runSurfaceAngle = "70";
minImpactSpeed = "30";
maxForwardCrouchSpeed = "3";
maxBackwardCrouchSpeed = "2";
maxSideCrouchSpeed = "2";
airControl = "0.1";
cameraTilt = "0.261";
cameraVerticalOffset = "0.75";
cameraHorizontalOffset = "0";
cameraMaxDist = "8";
cameraMinDist = "0";
jumpForce = "1080";
jumpEnergyDrain = "0";
minJumpEnergy = "0";
minJumpSpeed = "20";
maxJumpSpeed = "30";
jumpSurfaceAngle = "80";
jumpDelay = "3";
jetEnergyDrain = "0";
minJetEnergy = "0";
canJet = "1";
boundingBox = "5 5 10.6";
crouchBoundingBox = "5 5 4";
horizMaxSpeed = "68";
horizResistSpeed = "33";
horizResistFactor = "0.35";
upMaxSpeed = "80";
upResistSpeed = "25";
upResistFactor = "0.3";
decalOffset = "0.25";
jetEmitter = "playerJetEmitter";
jetGroundEmitter = "playerJetGroundEmitter";
jetGroundDistance = "3.98827";
footPuffNumParts = "10";
footPuffRadius = "0.25";
JumpSound = "JumpSound";
mediumSplashSoundVelocity = "10";
hardSplashSoundVelocity = "20";
exitSplashSoundVelocity = "5";
impactWaterEasy = "Splash1Sound";
impactWaterMedium = "Splash1Sound";
impactWaterHard = "Splash1Sound";
exitingWater = "exitWaterSound";
Splash = "PlayerSplash";
splashVelocity = "4";
splashAngle = "67";
splashFreqMod = "300";
splashVelEpsilon = "0.6";
bubbleEmitTime = "0.1";
splashEmitter[0] = "PlayerFoamDropletsEmitter";
splashEmitter[1] = "PlayerFoamEmitter";
splashEmitter[2] = "PlayerBubbleEmitter";
footstepSplashHeight = "0.35";
groundImpactMinSpeed = "10";
groundImpactShakeFreq = "4 4 4";
groundImpactShakeAmp = "1 1 1";
groundImpactShakeDuration = "0.8";
groundImpactShakeFalloff = "10";
uiName = "Standard Player";
rideAble = "0";
canRide = "1";
cameraMinFov = "5";
showEnergyBar = "0";
brickImage = "brickImage";
speedDamageScale = "3.8";
cameraDefaultFov = "90";
aiAvoidThis = "1";
maxItems = "10";
maxTools = "5";
cameraMaxFov = "120";
maxWeapons = "5";
};
I came up with a simple mount script similar to this, but Tezuni completely re-did it. It's great, but could you at least stick my name in there somewhere????
you're clearly doing something wrong.Yes, that is why I made this topic. What used to light up the faces does not light them up anymore, and I have never had this problem before.
Right click the 3D window and hit Draw Back-faces. Faces invisible in the editor to? Then the faces are backwards.The backfaces are drawn, and some faces are still not showing up in-game, as well as them not being lit in MS. =|
Paint.net and zoom in and do pixel work.Thanks.