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Topics - TheShadowCross

Pages: [1] 2
1
Modification Help / Statesound not working.
« on: February 01, 2015, 06:41:24 AM »
So, I have a strange issue in making a weapon. The item in question is a pump shotgun. I have it animated, and it performs like I want it to. The ONLY thing missing, is the pump sound between shots. I currently have 2 sounds I use in the weapon. Here are the datablocks for the sounds. The particular thing I am working on is a pack of multiple weapons, so each of the sounds are routed into their own folder, simply named Sounds. Both sound files are named appropriately, and both are mono.

Code: [Select]
datablock AudioProfile(SG870CombatFireSound)
{
filename = "./Sounds/SG870CombatShot.wav";
description = AudioClose3d;
preload = true;
};

datablock AudioProfile(SGReload1)
{
   filename    = "/Sounds/SGReload1.wav";
   description = AudioClose3d;
   preload = true;
};

The names are self explanatory. 1 is the shooty sound, and the other is the pumpy sound. Now, here they are being used in the actual states.
Code: [Select]
....
stateSound[2] = SG870CombatFireSound;
....
stateSound[3] = SGReload1;
....

Now, here's the deal. The fire sound, works perfectly. Always. However, no matter what I do, no matter where I move things around, I cannot get SGReload1; to play at all. Even if I stick it in different states that make no sense, or rename everything, or any of that. It simply will not play. Of course, there are no other statesounds anywhere except these 2 listed. I've retyped it multiple times, and even renamed everything on multiple occasions, and still nothing.

2
Modification Help / (Blender) Shading issue on animated models.
« on: January 16, 2015, 05:52:09 AM »
So, in my recent attempts to learn to make a functioning weapon, I've hit a snag. I've got the code perfected, the model in working order, and even a properly functioning animation for the pump-action aspect. However there is this issue...



The pump, on all faces (Yes, I quadruple checked) is the same hex# color as the stock, grip, and mag cap of the gun. However, as seen here, the pump reacts much differently to light. Looking at the red source brick as a reference for the light, you can see what I mean. It's as if the pump is somehow shinier than everything else.

The main thing to note here though, is my shader options are totally off. While on, the pump and the gun itself are totally and perfectly consistent with eachother when it comes to light and shadows and such. So for most of the players, this is likely a non-issue. However for people like me who just like to keep it off (For reasons, shut up), it can be very annoying, and very bad for my pseudo OCD.

Clearly something here has gone wrong, but I can't figure out what. It's not bad normals double-sided or anything like that, since that is step 1 in my process, so... I'm stumped.

3
Modification Help / Need 1 on 1 Blender/Coding help. Details inside.
« on: December 29, 2014, 11:19:18 PM »
So, many months ago, I got into Blender, with hopes of being able to make weapons. I believe I got pretty competent with the modeling portion. I have tons and tons of models that could potentially be ready for working into addons. Many of them I didn't even post to my old topic, as I was cranking them out, 2 or 3 a day when I wasn't working.


During this time, I ran into a few snags though. All I had to go on tutorial wise was Racer's stuffty videos. While those helped in the early stages, it left out some important details when it came to exporting and all that stuff. When I came here looking for help, I was directed to a post on this forum that is full of broken images, and I couldn't find anything from the text that I could tell was missing from my process. I managed to get 1 person on steam to try and help me... But that resulted in responses being several hours apart, and not actually being helpful with what I was asking for help on.

http://cloud-4.steampowered.com/ugc/486693770191083992/009BE47A9A47241E306EA261DBCAE7E544CCA4A3/
This image (Large) was the result of my best attempt. The model came in properly, but the textures did not. The bullets came out of the barrel properly, but the gun did not mount to the hand... Or anywhere near the blockhead. And no, simply flipping the model around didn't work. I tried that.

What I need:
Someone patient, with Steam, who will help me step by step through chat, the entire process of making a weapon work, with the starting point being the complete model with no mount points set. This will include changing any settings in Blender (2.6.2) that need to be set, then the exporting, and then the coding. If I can make JUST ONE weapon function properly ingame, I am confident that I can be self reliant from then on, with the exception of "special" weapons I might try at a later date. In this case, all I will need is the weapon shown above to function in a very basic way.

-Custom bullet model and casing, lower poly than default
-Custom sounds, which I will obtain and doctor appropriately
-No reloading, ironsights, or hands. Just basic like the "good ol days"
-(Optional) Bullet drop without needing other addons, if possible.
-(Optional) Headshot bonus without needing any other addons, if possible. May not even use these last 2, but we'll see

Things I may need at a later date, though do not need for this particular weapon are
-Custom projectile trail, incase of rocket or tracer bullet
-Bare basic animation, in case of bolt/pump guns. Nothing fancy, just an idle position, and a cycle position.
-Alt fire, incase of underbarrel mounts, or multi functional items
-Delayed function when holding fire or alt fire, incase of minigun or charge-up type weapons
-Healing items, incase it's not as simple as making negative numbers for damage
-Modified movement speed, incase I want a certain heavy weapon to slow you down

Time and other details:
-I live in a -6 timezone. Adjust accordingly. http://www.timeanddate.com/time/map/
-I am available all day on Mondays and Wednesdays. Every other day, I am available at 1:30 AM to roughly 7:30 AM, as I work a very long/late shift job.
-If this timing doesn't quite work, you can give me a specific time to look for you, though it will be difficult for me to adapt too far, because again, job.
-Upon completion of the fully functional weapon, I can gift the teacher $20 worth of games through steam, purely as a show of goodwill. I'm ready to get this stuff going!
-If interested, add me on Steam, and comment on my profile. http://steamcommunity.com/id/theshadowcross/

4
Modification Help / How to get transparency in Blender 2.49b?
« on: March 30, 2014, 03:45:16 PM »
So, I've asked a few people this question. I want to have transparency on some things I model, but I don't see the option. Everyone always says "Well there should be a 4th variable with RGB called Alpha". Well, here's what's happening in my blender.

Alpha doesn't exist here. How do I get transparency in this situation?

5
Modification Help / Blender Weapon Placement
« on: March 23, 2014, 12:46:42 AM »
So, I've started in modeling not long ago, and I'm very slowly learning to code the weapons I make. In this case, I made a laser pistol type weapon by request of someone else, and wanted to make sure everything was to scale and everything before sending it to them, as they wanted to actually code it themself. To test the model itself, I created a MountPoint, and a MuzzlePoint the same as described in Racer's old video tutorial. Then when I exported to DTS, I named it pistol.dts and replaced the model of the default gun (after backing it up elsewhere) in order to get it into the game without any coding help.

Here is the result.


As you can see, I have another random weapon (mech rocket launcher for Gravity Cat's Mech) placed on a brick to show the fact that the gun I have seems to be angled correctly, but that somewhere in the code or otherwise causes it to face in reverse, and a bit low when actually equipped. Any ideas what to change in order to fix this?

And while I'm here: What if my blender 2.49 doesn't have an "Alpha" option for colors in the material section? I have a model I want transparency on, and everyone says to just move the alpha slider... But I dont see an alpha slider. Only RGB and HSV

6
My latest creation!
Seeing as my models have gotten some positive responses, I'm confident enough to turn it into a full project. In keeping with my original plans, I now have a list of weapon "types" I want to make. Each category (while maybe redundant at times) will have 1 of each weapon type, as listed. Currently finished models will be highlighted in blue, meaning you should click it and see the picture! I did it this way because my screenshots are straight from Blender, to Paint, to Tinypic, and are stupidly big.

When suggesting weapons to me, keep in mind these guidelines.
-I MAY change the category of a weapon if I feel another option fits better.
-I WILL make either real or fantasy guns, though I will make them blocko and as a result, there will purposely be inaccuracies in order to make the blocko style look good.
-I will NOT be a richard-ass to you if I dont like your idea.
-I WILL take suggestions on adding another category later on down the line when I've got more of my already-planned stuff completed.



Here are the current categories, aswell as finished and planned weapons. If the name does not have a link attached to it, then it is open for suggestions.

Army Category: Think any global armies from WW2 up to now, and maybe even beyond.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Civilian Category: Think home defense, self defense, and hunting.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Criminal Category: Theives, Gangs, Mobsters.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Police Category: First responders, on patrol police in populated areas.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Swat Category: Step up from Police, to more "creative" weaponry.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Request Bin: To help me get more solidified in modeling, I'm taking requests within reason. Here's what I've done so far.
Portal Gun for Wheatley
Laser Pistol thing for Legoboss


Weapon features!
-No animations
-No recoil
-No ammo system
-No ADS
-No Raycasting
-MAYBE headshots, maybe not.
-Basic accuracy with a gradual spread increase with continued fire
-Bullet drop as an option on a weapon-by-weapon basis, for my own ideal of balancing
-Custom bullet I modeled
-Default muzzle flash
-Default smoke
-Default gun shell casings
-Gun sounds which I possess, and  have the power to edit with Audacity
-Streamlined ingame names. (Army Assault Rifle, Police Shotgun, etc as opposed to M16, Remington 870)

The aim of my debut weapons will be simplicity, low lag, high performance, and balance for large scale builds. Model criticism is more than welcome, but keep in mind that I'm not aiming to make them as detailed and realistic as possible. I'm all about the classic blocko style, and if you want realistic weapons, there's plenty better people to do it than me.

Also, I'm on Steam. If for some reason you want to speak to me there, I'm always online if I'm at home. http://steamcommunity.com/id/theshadowcross/

7
I was unsatisfied with my awkward crayon gun, so I started over for my missile launcher and came up with this.
While I get to work on coding it and adjusting the model to fit the blockhead, tell me how it looks! I'm not getting much feedback on the aesthetics. Assuming the code is good, does this look worthy of a release? Stat wise, going with the wasp/bee theme, it will be a fast moving missile, with very high direct damage, but very small blast radius and very slow fire rate. I wanted to make this because I always felt there was something missing in the currently available ordnance . In addition, I plan to make ALL of my weapons and vehicles red vs blue friendly, meaning I never use red or blue in the weapon itself.

Although I started out modeling a Mac-10, I don't plan to create any real world weapons for release. There's a couple dozen other people better suited to do that. My plan going forward is making everything from scratch, using my own designs. Give it a little personality. Speaking of, I am also now taking suggestions for the name of this. "Stinger" is too obvious and there's a few other weapons named that already in block world.

8
Suggestions & Requests / Brickarms weapons.
« on: March 24, 2011, 02:57:45 PM »
First off, I know I know. "we don't need any more guns". But this is a little different.

Brickarms.com is a place where they sell unofficial Legos, that they make. Mainly weapons. If you go to http://www.brickarms.com/toys/weapons.aspx you will see the variety of weapons they sell. After seeing this, I thought they would be a nice base for someone to make new weapons here, with extremely basic models and scripts. They fit real well with the "blocko" style, because hell, they're Legos.

They would make a great, simple pack for people who just want a pack of weapons that fit together, without all the fancy scripting of some other packs. Some of the weapons are Halo inspired, some are Fallout inspired, some are regular modern weapons, some are WW2 weapons, some WW1 weapons, and one of them is even from Bladerunner. I'll go ahead and compile a set of pictures from the site incase people don't wanna click links.



There's a ton more, but I don't wanna post a ton of them when they're all on the website. It would be ideal just to have the model, and have them shoot, and nothing more than that. No hand animations, reloading, or any of that stuff. The only exception would be bolt action or pump action weapons.

9
Help / Sending punch packet...
« on: June 04, 2010, 01:12:22 PM »
There are some servers I see on the server list without a ping. The ping shows up as ---. Yet upon refreshing the server list, I see the player count and brick count in one of those server changing. When I try to join a server like this it just says "Sending punch packet..." over and over and I can't join. Normally I'd say there's something wrong with the server itself. But again when I refresh, the player and brick count changes. So other people are in it.

What does it mean? Can I fix it?

10
Suggestions & Requests / Cowboys and Indians map
« on: April 20, 2010, 02:36:14 AM »
Experimenting with all the weapons I could find, I found a good small set to work with for a cowboys and indians TDM or Seige. The problem is I can't find a good map. Most of the maps are slate edits or a random set of islands. The random sets of islands are close sometimes but have something that makes it not work for me.

I want a map that in one area has a big flat surface where I can build western buildings, maybe even a small western town. Then across a big (not huge) body of water is a hill with trees and patches of flat surfaces where I can build tents. This way skilled archers on the indian side have a height and cover advantage to make up for their limited range weapons. While the coyboy side has less cover and is more wide open to make up for their longer range weapons. Then which ever side decides to push out and attack has to take a series of boats they have to take across the water. Openning alot of chances for cowboys going across the water in a boat and a bunch of arrows flying out of the trees to and from random directions. Good fun.

If possible I'd also like the different sides to be big enough in total for battles with larger groups of people. If a bunch of cowboys make it across the water then it turns into a big battle in the trees. If the indians make it into the town, it can turn into a big battle between the buildings in the town. If possible, capable of 8 on 8 battles in the 2 areas by themselves. And the body of water should be big enough for it to take a decent amount of time for a rowboat to make it across. 10 seconds if you wanna take a guess. I hope that gives a good idea of the sizes to make everything.

The weapons consist of the default bow and spear, a revolver that reloads after 6 shots, and a double barrel shotgun that has to reload each single shot. Which I believe is pretty balanced given the strengths and limitations of the weapons. The vehicles are the rowboat, horse, and covered wagon.

11
Suggestions & Requests / M4A1 - AK47 gone?
« on: December 01, 2009, 03:11:55 PM »
I started Blockland back in V10. Which wasnt too long ago I guess. But regardless. At that time, the basic weapons everyone had were the M4A1 and AK47.

So recently I cleaned out my addons. Because I used to download anything out of RTB incase it got failed but I still liked it. So now I'm a bit more picky with what addons I even consider using. And I had a whole bunch of M# weapons. M1, M4, M9, all kinds of M stuff. So I deleted it all, because I figured the only good thing in there would still have a download link.

And of course I go back to download it, and the download link is down. So I'm hoping that either someone has permission to reupload, or if the creator moved the download to a new place. I can't find it in RTB.

http://forum.blockland.us/index.php?topic=45739.0

This I believe is the only topic these weapons had.

12
Help / CAN'T run a server? Router doesnt let me?
« on: November 25, 2009, 09:35:54 AM »
Ok. So awhile back I showed this same screenshot of my router page. Its an AT&T brand. Its the one we got for free for changing to their service.

I showed this screenshot asking exactly how to fill it out for the port forwarding. I did it, and I still get a dead server. I try many many variations all to the same result.

Does my set up just completely NOT LET ME do a BL server? I showed someone else the screen later on and they said something about my router can't do BL servers. Something about the internet connection type. I didn't understand the term he used so I don't know what it means.

So what I am asking here. Is 1. Tell me EXACTLY how to fill out this form in the screen shot. Then if ANYONE knows anything about why it wont let me do the servers, if you know anything about any of that. Please tell me so I can start working towards looking for a new router.

I'm working on several builds with limited addons, and I want to use them.

13
Help / Forwarded ports, still dead.
« on: September 19, 2009, 04:45:47 PM »
I use an AT&T modem/router, which ever it is. I followed this tutorial

http://www.portforward.com/english/routers/port_forwarding/2wire/3800HGV-B/Blockland.htm

But it left out exactly how to fill out the form. Here is a screen of the form, I need to know what to put for the marked places.

14
Help / A few things on starting a server.
« on: September 17, 2009, 02:39:09 PM »
Don't worry, this isn't about forwarding ports or anything. I just want to ask a question or 2 about how it works once its done.

Lets say I start a dedicated server.
1: Does my computer have to be on for the server to be up?
2: Will it slow down anything else on my computer if I do anything else while its running?
3: If I have nothing running but Blockland while I'm in my own server, dedi or not, will there be lag? Or will it depend on my connection strength, or my location compared to everyone else?

I have cable internet and my computer has 900+GB memory, 780+ memory not being used, incase that has ANY relevance on it.

15
Suggestions & Requests / The AS-KR1. -Updated Info-
« on: August 06, 2009, 04:05:10 AM »
The AS-KR1. The fictional weapon designed on AngryJoeShow.com which won the contest to be presented in the new "Army of Two" game.

Pandan (MtnDew) has decided to fully take on this weapon and make it into an addon before the game is even released.

http://www.youtube.com/watch?v=QIhGsQf7L3s&feature=response_watch

As you will plainly see in the comments, Angry Joe himself commented on this design.

According to the site, the weapon will be unlocked if your hard drive has a save from the original "Army of Two" game. And due to Pandans beastly model, it will also be made into a high quality addon for Blockland.

OffTopic: Pandan says this is his best model yet, and I INSPIRED IT! I feel special now.

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