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Messages - Demian

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6166
Off Topic / Re: Speak Whatever Languages You Know
« on: October 11, 2011, 10:43:14 AM »
Kirjoittelemal svengailevaa slangii sun muuta puhekielt mie estä Google Translaten käetö. Suomipoijjaa kyl hiffaa iha häävist. Onkelma offisöör? Huehuehue.

6167
Modification Help / Re: General Blender help thread
« on: October 11, 2011, 09:38:00 AM »
New problem-
I was adding a material with a texture attached to it, and for some reason, the texture rotated itself to a 45 degree angle.
No matter what I did, nothing changed.
I'm gonna have to use a UV sooner or later.
Never heard or had this problem. Try removing the texture, saving, loading and creating the texture again from scratch.

6168
Creativity / Re: The new and improved 3D model topic!
« on: October 11, 2011, 09:22:50 AM »
And forget Blender camera controls :c
Blender camera controls are great. Protip: Select the camera and change the pivot point to 3D cursor. That way you  are rotating around the center and not the camera itself. Help a lot.

How do I get rid of the fuzziness when I turn on enviormental lighting? asdf
Turn gather (World tab) to raytrace and up the samples to 24 or more. It increases render time a ton though.

Clear, how do
I will release the script as resource once I've polished it up.

6169
Suggestions & Requests / Re: Taking model requests: Halloween props
« on: October 11, 2011, 09:19:25 AM »
Can you make the jack-o-lantern a brick instead of a vehicle?
I don't know how to make props, the community hates them and I can't do real special bricks.

hmmm Hung body?
Bots and bricks, much better.

My request!

A BAT.
Not the baseball bat,The flying winged bat.
No.

How about the default ball but with an eyeball texture.
Sure if I knew how to UV texture with dts.

6170
Creativity / Re: The new and improved 3D model topic!
« on: October 10, 2011, 04:04:58 PM »
Glorious!


6171
Modification Help / Re: Making hats?
« on: October 10, 2011, 04:04:32 PM »
Not my style but this situation calls for it: http://www.youtube.com/watch?v=P3ALwKeSEYs

Thank you for the fast help! I'll fiddle a bit more with the states and animation timings, but otherwise it is perfect.



Here's the script. The animation timings are off.
Code: [Select]
datablock ItemData(IT_SkullHead)
{
category = "Item";
className = "Item";

shapeFile = "./skull.dts";
image = "IM_SkullHead";
rotate = false;
emap = true;

uiName = "Skull Head";
iconName = "Add-Ons/Weapon_Gun/icon_gun";
canDrop = true;

mass = 1;
drag = 0.1;
density = 0.1;
friction = 0.5;
elasticity = 0.1;

sticky = 0;
gravityMod = 1;
maxVelocity = -1;
dynamicType = 0;

doColorShift = true;
colorShiftColor = "1 1 0.949 1";
};

datablock ShapeBaseImageData(IM_Skull)
{
shapeFile = "./skull.dts";
emap = true;
mountPoint = $HeadSlot;
offset = "0 0 0";
eyeOffset = "0 0 10 1";
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = true;
colorShiftColor = "1 1 0.949 1";
};

datablock ShapeBaseImageData(IM_SkullHead)
{
className = "ItemImage";

shapeFile = "./skull.dts";
Item = "IT_SkullHead";

emap = true;
firstPersonParticles = true;
armReady = true;
melee = false;

mountPoint = 0;
offset = "0 0 0";
rotation = eulerToMatrix("0 0 0");
eyeOffset = "0 0 0 0";
eyeRotation = "0 0 0 0";
correctMuzzleVector = false;

doColorShift = true;
colorShiftColor = "1 1 0.949 1";

stateName[0] = "Ready";
stateAllowImageChange[0] = true;
stateWaitForTimeout[0] = true;
stateTimeoutValue[0] = 0.1;
stateTransitionOnTriggerDown[0] = "Equip";

stateName[1]   = "Equip";
stateScript[1]   = "onFire";
stateTransitionOnTriggerUp[1] = "Ready";
};

function IM_SkullHead::onFire(%this, %obj, %slot)
{
%client=%obj.client;
if(!%obj.HatWear)
{
%obj.HatWear = 1;

for(%i = 0;$hat[%i] !$= "";%i++)
{
%obj.hideNode($hat[%i]);
%obj.hideNode("headskin");
}
%obj.unMountImage(1);
%obj.mountimage(IM_Skull, 1);
%obj.unMountImage(0);
%obj.mountimage(IM_SkullHeadEmpty,0);
%obj.schedule(0,"playThread",1,shiftAway);
%obj.schedule(1000,"playThread",1,root);
//%obj.playThread(1, root);
}
}

datablock ShapeBaseImageData(IM_SkullHeadEmpty)
{
className = "ItemImage";

shapeFile = "base/data/shapes/empty.dts";
Item = "IT_SkullHead";

emap = true;
firstPersonParticles = true;
armReady = false;
melee = false;

mountPoint = 0;
offset = "0 0 0";
rotation = eulerToMatrix("0 0 0");
eyeOffset = "0 0 0 0";
eyeRotation = "0 0 0 0";
correctMuzzleVector = false;

doColorShift = true;
colorShiftColor = "1 1 0.949 1";

stateName[0] = "Ready";
stateAllowImageChange[0] = true;
stateWaitForTimeout[0] = true;
stateTimeoutValue[0] = 0.1;
stateTransitionOnTriggerDown[0] = "Equip";

stateName[1]   = "Equip";
stateScript[1]   = "onFire";
stateTransitionOnTriggerUp[1] = "Ready";
};

function IM_SkullHeadEmpty::onFire(%this, %obj, %slot)
{
%client=%obj.client;
if(%obj.HatWear)
{
%obj.HatWear = 0;

%obj.unMountImage(1);
%obj.unHideNode("headskin");
%obj.unMountImage(0);
%obj.mountimage(IM_SkullHead,0);
%obj.schedule(0,"playThread",1,shiftAway);
%obj.schedule(1000,"playThread",1,armreadyright);

%client.applyBodyParts();
%client.applyBodyColors();
}
}

6172
Modification Help / Re: Making hats?
« on: October 10, 2011, 03:48:09 PM »
How do you play multiple animations one after another? Like right hand shift away and root after that.

6174
Modification Help / Re: Making hats?
« on: October 10, 2011, 02:45:47 PM »
Okay now this is purely cosmetic fine tuning. How would I remove the image (not item) from my hand when I equip the hat and then put the image back when unequipping? So it looks like you actually put on the hat and took it off.

6175
Modification Help / Re: Making hats?
« on: October 10, 2011, 02:26:21 PM »
You'd have to make a new shape for the hat (like the one posted by swollow) and mount that to the player instead, using $Headslot as its mountpoint.

edit: to hide the head you could just do %obj.hideNode("headskin");
I can see the two ShapeBaseImageData datablocks in swollow's script but I do not know how to use them in the script. How do they differ from eachother? Why do they have the same name?

6176
Modification Help / Re: Making hats?
« on: October 10, 2011, 02:10:54 PM »
Okay a lot better now. It displays the messages and the model is visible but the hat mounts my right hand. It is visible after the inventory is closed or another item is selected so that works too.

What is the mount point for the head? How do I hide the player's head node when the hat is equipped?

6177
Suggestions & Requests / Re: Blockland Folder Icon
« on: October 10, 2011, 02:06:09 PM »
I assume he means the game exe icon.

6178
Off Topic / Re: I need help passing time :c
« on: October 10, 2011, 02:00:30 PM »
inb4stickitinhispooper
-- he's gonna text me when he's on his way. :( but I don't think he's even awake

6179
Anyways, will edges appear in the world generation if I go from 1.8 to 1.9?
Yes.

6180
In Blender 1x1x1 is 0.5 0.5 0.6 Blender Units.

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