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Off Topic / Re: what shoes do you wear
« on: February 26, 2016, 12:05:27 AM »holy stuff it's amade i haven't seen you in yearsit's the ninja shoes
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holy stuff it's amade i haven't seen you in yearsit's the ninja shoes
%x = getWord(%muzzleVector, 0);
%y = getWord(%muzzleVector, 1);
%z = getWord(%muzzleVector, 2);
%a = %x*mCos(%angle)-%y*mSin(%angle);
%b = %x*mSin(%angle)+%y*mCos(%angle);
%c = %z;
%vec = %a SPC %b SPC %c;
This only works if your player's up vector is the +z axis (so it won't necessarily work correctly if they're in a vehicle). You can adapt the below code if it's important that it works in a vehicle.%rightVector = vectorCross(%forwardVector, %upVector);
%x = getWord(%muzzleVector, 0);
%y = getWord(%muzzleVector, 1);
%z = getWord(%muzzleVector, 2);
%u = getWord(%rightVector, 0);
%v = getWord(%rightVector, 1);
%w = getWord(%rightVector, 2);
%a = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%x*mCos(%angle)+(%v*%z-%w*%y)*mSin(%angle);
%b = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%y*mCos(%angle)+(%w*%x-%u*%z)*mSin(%angle);
%c = %u*(%u*%x+%v*%y+%w*%z)*(1-mCos(%angle))+%z*mCos(%angle)+(%u*%y-%v*%x)*mSin(%angle);
%vec = %a SPC %b SPC %c;
(Source for second part)damn amade where tf have you beencolleg
Edit: Amade, i see some spelling errors. Probably should fix themOh dear.
okay i could have sworn i did that and it didn't give me an answer. this was the first thing i tried too oops.You're going to want a few other things, too... To save you a bit of trouble, here's an excerpt from the Swiss Army Gun's move tool:
i was trying to get it to preserve properties of bricks when removing one and placing another. i also need to know how to get the item/emitter/light data as well.
%brick = new FxDtsBrick()
{
position = %col.position;
oriPosition = %col.position;
rotation = %col.rotation;
oriRotation = %col.rotation;
dataBlock = %col.dataBlock;
oriDataBlock = %col.dataBlock;
angleId = %col.angleId;
oriAngleId = %col.angleId;
colorId = %col.colorId;
oriColorId = %col.colorId;
printId = %col.printId;
oriPrintId = %col.printId;
emitterDiection = %col.emitterDirection;
oriIsRaycasting = %col.isRaycasting();
oriIsColliding = %col.isColliding();
oriIsRendering = %col.isRendering();
itemDirection = %col.itemDirection;
itemPosition = %col.itemPosition;
itemResawnTime = %col.itemRespawnTime;
colorFxId = %col.colorFxID;
shapeFxId = %col.shapeFxID;
vehicleDatablock = %col.vehicleDatablock;
client = %client;
delAfterPlant = true;
transferProperties= true;
};
%obj.tempBrick = %brick;
if(isObject(%col.emitter))
{
%brick.emitterData = %col.emitter.emitter;
}
if(isObject(%col.light))
{
%brick.lightData = %col.light.getDatablock();
}
if(isObject(%col.item))
{
%brick.itemData = %col.item.getDatablock();
}
if(isObject(%col.audioEmitter))
{
%brick.musicData = %col.audioEmitter.profile;
}
//Events
%brick.numEvents = %col.numEvents;
for(%i = 0; %i < %col.numEvents; %i++)
{
%brick.eventDelay[%i] = %col.eventDelay[%i];
%brick.eventEnabled[%i] = %col.eventEnabled[%i];
%brick.eventInput[%i] = %col.eventInput[%i];
%brick.eventInputIdx[%i] = %col.eventInputIdx[%i];
%brick.eventOutput[%i] = %col.eventOutput[%i];
%brick.eventOutputAppendClient[%i] = %col.eventOutputAppendClient[%i];
%brick.eventOutputIdx[%i] = %col.eventOutputIdx[%i];
for(%j = 1; %col.getOutputParameter(%i, %j) !$= ""; %j++)
{
%brick.setOutputParameter(%i, %j, %col.getOutputParameter(%i, %j));
}
%brick.eventTarget[%i] = %col.eventTarget[%i];
%brick.eventTargetIdx[%i] = %col.eventTargetIdx[%i];
}
To my knowledge this covers every property bricks have in the default game.
%name = %brick.getName();
%name = getSubStr(%name, 1, strLen(%name)-1);
Well it kinda does. An item under colorshift to my knowledge will have the entire icon colored over too.I forgot about dropped items so you're right. It's better if they're named properly.
So the icon would have to be white where you want the color to show up. Even say, the grey on the handles will have a slight color tone.
The icons you have now would work decently with colorshift.
If you want, I could re texture the corresponding models with the proper colors if you want. Unless you don't mind overwriting the textures I left on it.
Oh. Are the textures already decided?Yeah, they are. Here are the exact colors of the metals (adding this to the OP also):
Would it be a problem if I sent them over as they are?
The icons for the picks looks like they're set up to use colorshift to save texture file space.I'd rather not because it causes the icons to look bad. If I can ever get ahold of tigls I need to ask him to change the textures away from blank.
Should I set the models up the same way?
(The orange on the pyromancy wand)
(The bone color on the bone staff)
(The red on the blood wand)
Basically take those current textures and replace them with "blank" to be specified through colorshift.
Now that I have some real internet I can begin work on these models.<3<3<3
I will post progress when I have enough to show.