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Messages - Jervan

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256
Modification Help / Re: Timescale tweaks SOON to be released
« on: September 27, 2015, 11:30:52 PM »
Oh that could be pretty neat! Nice one

257
Modification Help / Re: How do i make models for blockland?
« on: September 27, 2015, 04:48:08 PM »
erm, I found bricks made with DTS objects easiest to understand.

Code: [Select]
datablock StaticShapeData(AnvilShape) //Name of your model datablock.
{
shapefile="./shapes/anvil.dts"; //Points to your model.
};

datablock fxDtsBrickData(AnvilBrickData) //Datablock of your brick.
{
category="RPG"; //Category. Can be anything you want. This is the tab in the brick menu.
subCategory="Functional"; //Subcat in the tab mentioned in category.
uiName="Anvil"; //Name you'll see under the icon.
iconName = "./icons/unknown"; //Icon shown in the brick menu.

brickSizeX=2; //X size of your brick.
brickSizeY=5; //Y size of your brick.
brickSizeZ=6; //Z size of your brick.

//Is a prop!
isProp=1; //To avoid making the model mounting code ourselves, we're going to use System_Propsys. This varible tells the prop system that it's a prop and has a model to mount.

//Brick
brickRender=0; //If we render the brick, we will see the model inside of the blb brick. We have to disable it.
brickCollide=1;
brickRaycast=1;


spawnModel=AnvilShape; //Name of your model.
modelOffset="-0.3 0 0"; //Offset it so it's in place where you want it.
modelScale="2 2 2"; //Scale it to the size you want.

colorCount=1; //I am unsure about this but it gave me a syntax error if it wasn't here.

colorGroup[0]="ALL";
colorMode[0]="Intensity"; //Modifies the color of the model if you didn't give it a texture.
colorShift[0]="1 1 1 1"; //Modifies the color of the model if you didn't give it a texture.
};
different strokes for different folks yo

258
In RRPG how are you going to make the environment change for individual players? Is that possible? Looks awesome!

259
Modification Help / Re: How do i make models for blockland?
« on: September 26, 2015, 09:44:59 PM »
Not so that you can make the model, you have to use a modeling program for that. But if you mean so you can make it exist in-game, yes. ShapeBaseImageData is the Datablock that belongs in the players hand. You can't scale the model so you'd need to make it the right scale using your modeling program (that's what I do first) but after that you can offset and rotate it using the numbers in the datablock. You need the ItemData to be able to spawn it on a brick and put it in your inventory when you walk over it (to be able to get it in your hand in the first place).

I added some extra comments on those 2 datablocks to help you understand the relevant line by line of what it's doing

Code: [Select]
//////////
// 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"; //this is what it will be called in the wrench box and inventory
iconName = "./icon_sword"; //this is an icon image file for the inventory
doColorShift = true; //same as shapebaseimagedata, check the comment there
colorShiftColor = "0.471 0.471 0.471 1.000";

// Dynamic properties defined by the scripts
image = swordImage; //this is tying to shapebaseimagedata
canDrop = true; //whether you can throw it away or not using ctrl W
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(swordImage)
{
   // Basic Item properties
   shapeFile = "./sword.dts"; //the model that will be used
   emap = true; //no idea

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0; //0  is the right hand
   offset = "0 0 0"; //offset changes where the center of the model is in relation to the mount point

   // 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"; //where abouts on your screen you see the item in 1st person. dont use this if you want it to just be where it naturally is

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = swordItem; // this links to the ItemData datablock
   ammo = " ";
   projectile = swordProjectile; //this is the projectile that will be fired when statefire is true in an image state
   projectileType = Projectile; //the projectile is a projectile I guess..

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true; //if you have any alpha textures on the model you can tint or colour them here
   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; //when it is activated, the sword draw sound is played, then it takes half a second to be ready

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire"; //now it is ready, when the mouse is clicked ("transition on trigger down") it goes to prefire.
stateAllowImageChange[1]         = true; //this line means you can change the weapon / tool you're wielding to something else while the weapon is in this state

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire"; //ties to the function swordImage::onPrefire
stateAllowImageChange[2]        = false; //you can no longer change what you're wielding until this state is finished
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire"; //in 1 tenth of a second it goes to the "fire" state

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2; //in a fifth of a second it goes to checkfire
stateFire[3]                    = true; //it shoots a projectile in this state
stateAllowImageChange[3]        = false; //you still can't change weapons in this state
stateSequence[3]                = "Fire"; //the sword animates since in first person it wouldn't move since the eyeOffset was changed to a custom value
stateScript[3]                  = "onFire"; //ties to function swordImage::onFire
stateWaitForTimeout[3] = true; //the timeout can't be circumvented

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire"; //if they have let go of the left mouse button, it stops swinging
stateTransitionOnTriggerDown[4] = "Fire";  //if they still have the mouse button down then it keeps swinging

stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire"; //stop swinging animation
stateScript[5]                  = "onStopFire"; //links to swordImage::onStopFire

};

function swordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack); //animates the players arm up and down
}

function swordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root); //resets the players arm
}
Important to note that when messing about with image states, always check the bracketed numbers if there's a problem. Couldn't tell you how many times I've pasted a line and not changed the number

260
Modification Help / Re: Timescale tweaks SOON to be released
« on: September 26, 2015, 08:31:57 PM »
This is above the comprehension of my simple monkey brain

261
Modification Help / Re: How do i make models for blockland?
« on: September 23, 2015, 07:34:17 PM »
Or export to .3ds, import that into ms3d and then export as .dts. If you're interested in coding them as well, start with a sword as it's probably the easiest to understand code-wise. I'll do a quick run-down of how I learned. It took me a while to find a decent process of making things, so hopefully this helps you.

Since I advised on making a sword, open weapon_swords .cs file with notepad and look into that. Datablocks are what the game uses to define objects. You should start by finding and studying ItemData (the thing you pick up in game) and ShapeBaseImageData (the thing you hold in your hand / use). Link those two datablocks together, make sure you link correctly to the .dts file in the datablocks, and you should have something that you can hold in your players hand. From there, learn about projectiles and explosions if you're interested in making weapons, items, tools or player emotes. Once you're comfortable with that then learn about particle and emitter datablocks. Keep it simple to start with and only mess with the obvious ones, using another weapons as a base to work from. Essentially, emitters are the object that fire out particles, and particles define what the particles look like and how they behave. Sound datablocks are pretty easy after that too.

This isn't the way weapons are written out but it's a good way to make them, just format it the same (work from the bottom up). Custom functions at the end are usually tied to the
Code: [Select]
stateScript[#] = "";
lines, with player animations (arm swing in swords example) or item usage being the most popular functions to tie in with the states. So function weaponImage::onFire would be tied to stateScript[3] = "onFire"; as an example off the top of my head

Hope this helped!

262
Modification Help / Re: addon lacks CRC/model help
« on: September 23, 2015, 07:22:11 PM »
512x512 size textures don't really seem necessary, you should make those smaller

263
Clan Discussion / Re: [PPT] Pro Project Team
« on: September 20, 2015, 08:21:20 PM »

264
Clan Discussion / Re: [PPT] Pro Project Team
« on: September 20, 2015, 04:53:21 PM »
Seems very reminiscent of "Blockland Project Creators" ...
In what way? :)

Wow, an unexpected comeback!
Reports of my death have been greatly exaggerated :D

265
Modification Help / Re: [Long Term RPG Project] "Rosemarble"
« on: September 19, 2015, 07:39:53 PM »
did u fix the death glitch?
A loooooooooooooong time ago :)

266
Clan Discussion / Re: [PPT] Pro Project Team
« on: September 19, 2015, 07:17:00 PM »
Ooo, an old member. Welcome back ;D

267
Clan Discussion / [PPT] Pro Project Team
« on: September 19, 2015, 10:49:28 AM »
~Keeping the 'land' in 'Blockland'

What PPT does
   First and foremost we make quality servers, using beautiful build styles and custom add-ons to give players fun new experiences.

Current Project(s)
   At the moment there is one project that PPT is working on. It is an original RPG titled Rosemarble, drawing gameplay elements from classic medieval and fantasy RP games. Future projects will be voted on as a clan, though the current project is still in alpha stage and not likely to change for a long time.

History
   PPT was officially started in 2007 (really, search us!) by myself and other users. The clan grew in size and scope from then until 2009 during which there were 2 successful projects. It stopped when I left BL to focus on education. Now that I am smarter LIKE A PHOENIX THIS CLAN SHALL BE REBORN.

Why join?
   If you enjoy contributing to something bigger than you alone could make and have skills in any of the following: building, events, writing stories, modeling, animating or coding then this clan could be for you. Joining grants beta access to any of the clans projects as well as a friendly environment to be creative and contribute. You can also be trained in any new skills you wish to learn, maybe you're so awesome at building that it's time to try events. Members are encouraged to teach each other. I can teach building styles, events, modeling and scripting.

Applications
   If you'd like to be a part of this clan use the following application:

      [NAME]

      סּ I am applying to be a: [BUILDER, SCRIPTER, MODELER, EVENTER, STORY WRITER, TESTER] (May choose multiple)
      סּ I want to join because: [REASON] (Up to 100 characters)
      סּ Some examples of my work: [URLS OF YOUR BEST WORK]
      סּ I am currently in: [NUMBER] clans.
      סּ My timezone is: [TIMEZONE] (Dont know? Timezone Map)

Hall of Fame
  The Old Team

The PPT tag is not mandatory. New members are subject to a 2 week trial period.

Members
Jervan
Quartz

268
Modification Help / Re: [Long Term RPG Project] "Rosemarble"
« on: September 19, 2015, 09:43:21 AM »
Decided to take a day off but here is a teaser image :cookieMonster:

269
Modification Help / Re: [Long Term RPG Project] "Rosemarble"
« on: September 18, 2015, 08:03:08 PM »
Wow thanks :D

I mixed the two sounds together, did some tinkering and now it sounds beastly

https://www.youtube.com/watch?v=fOYnz5l34es&feature=youtu.be

270
Modification Help / Re: [Long Term RPG Project] "Rosemarble"
« on: September 18, 2015, 07:12:53 PM »
Hm, I think so too now. Warhorn sounds are suprisingly hard to find in decent quality (the sound I used is just a pitch shifted airhorn sound) but I'll tinker with the sound some more

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