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Topics - zombekillz

Pages: 1 2 [3] 4
31
PLEASE notify me is you need more information, if i made any mistakes, or if you would like me to clarify/ add pictures to any part of the tutorial!

SOURCES (the main ones at least)

quote from martin @ https://www.garagegames.com/community/forums/viewthread/18511 :
Quote
For each hubx node in your model that you want to have a suspension animation, create a springX sequence helper. In the helpers modifiers rollout it should be set to a non-cyclic, blend, transform animation. The First frame of the animation should have the hub and suspension all the way up in it's fully compressed state. The last frame should have the hub and suspension set to it's fully extended state. FOr most setups you will not need more then 2-3 frames per spring sequence, as the engine will interpolate a nice smooth animation. Also, once the key times for the animation are finished, reset the hub/suspensions positions back to the fully compressed state, ensuring that this additional frame of animation is not within the keytimes of any of the sequences.

this is some detailed advice that can apply to milkshape's DTS plus exporter that i look forward to testing  Tested, works , but it slightly contradicts the info posted at: http://docs.garagegames.com/torque-3d/reference/classWheeledVehicle.html

The information posted there is somewhat vague regarding modeling and exporting suspension animations, but gives a good hint as to the basics :)



the part you came here for...
HOW TO GET UR OWN WORKING SPRINGS!!!

ANIMATING

PRO TIP ;D  --->  when animating be sure to uncheck "operate on selected joints only" option under the animations tab of milkshape, this will keep the springs from all morphing together producing a disgusting blend of all springs at once.

each spring has 2 frames: first one with all springs compressed and a second one with one of the springs decompressed.

first: make sure ALL OF your springs are all FULLY COMPRESSED to begin frame one of the animation
  when making your animation make sure the hubs are moving along with the spring so that blockland knows how far to move your wheel

next: set keyframe 1 with all springs fully compressed and the hubs at their highest point

next: set keyframe 2 with hub0 extended fully (decompressed spring) making sure your hub is all the way down

next: reset all of your springs back to the original compressed state for frame 3

next: decompress hub1 and set a keyframe, and so on until all of your springs are animated BE SURE to include  the first keyframe where all of the springs are compressed before decompressing another spring.

EXPORTING:

name your animations springX (X being the corresponding hub number) the first frame of the spring animation should be the fully compressed keyframe and the last frame should be the frame with the X spring decompressed...

when exporting make sure that the checkbox for  cyclic is unticked; and blend and transform ARE ticked


KNOWN ISSUES WITH ANAMATIONS:

animations will build off of each other when played back in game, lets say i have 2 animations where the hub moves 4 units a piece, the in game product will have both hubs move 8 units...  Current fix= NONE :C i am still having this problem and i will update when i figure it out...


My photobucket, contains alot of current projects and past builds and such :D

http://i889.photobucket.com/albums/ac97/alextaitt/qd_zps06937507.png

32
Creativity / Massive build i can no longer keep to myself (WIP)
« on: March 06, 2014, 12:38:09 PM »
me and a few pals have been compiling all of our miscellaneous modern city builds into one big city build, and it kind of got out of hand, now we are building massive beautiful scenery from scratch and even eventing in missions car customization and a sort of economy with vce, it has gotten to the point where im producing new bricks and re-scripting vehicles to meet our needs :P

here is a little preview!











about 40% of buildings have interiors aswell, which is something a bit more rare in larger city builds i've noticed.

33
Gallery / New addon WIP
« on: January 25, 2014, 10:31:27 AM »
here is a Ferrari italia i have been working on for a few days now, should be finishing up this weekend  ill just let the pictures talk, and feel free to ask any question and rate.







wireframe:







other edits and details (and of course an interior) will be added today after i get back from http://www.raysmtb.com/ and ill keep u guys posted to any major updates and releases.

34
i made a weapon pack that when the weapons are fires a fire sound plays (like any other weapon) and a server wide echo sound will also play when the weapon is fired for more realism in large battles...

but for some reason just as i added that feature to the pack sounds stopped playing entirely for some people who don't have the weapon pack.  so if i fire a weapon in the server i hear the shot but only a select few can (yes, they are downloading sounds upon joining)

how can i make them work for everybody without making it so everybody needs to have the weapon pack?

OTHER DETAILS:

some people who have the old version can hear the echos, some cannot i don't know why.

other people hosting with the weapon pack also have this problem

the pack probably has very large amounts of datablocks, but i haven't got any error messages regarding this to my knowledge, and i plan to reduce the amount in the future.

35
Modification Help / EDIT- hitbox issues regarding bricks
« on: December 29, 2013, 08:04:31 PM »
I am making a large pack of terrain bricks that emulate terrain from Far cry 3, but am having problems downloading the obj to blb converter. When i click the link in this post: "http://forum.blockland.us/index.php?topic=212312.0" , for the download all i get is random text and wingdings font... i need a link to this converter to make the pack.

FIXED: Firefox could not recognize this as download for some reason, had to open it in internet explorer (bleugh!)

also regarding collision boxes, i know in blockland vehicles the box needs be convex, does it also need to be convex for brick models?

issue resolved, locking

36
Gallery / EndWorld Island
« on: November 07, 2013, 04:23:57 PM »
the build is almost fully evented to be an RP (thanks to crazycrypt) and was built by me and Bananastealth and has almost never been publicly hosted...
I was recommended to post it here when it was seen in this topic http://forum.blockland.us/index.php?topic=244637.0
I will let the images do the talking here...
(image heavy topic, sorry)




























37
Add-Ons / PICKLE
« on: November 03, 2013, 08:52:03 PM »
WARNING RANDOM CONTENT:

Tasty akimbo pickles that make a blockhead say "F!*K YEAH", heal some health, and for some reason make you feel the urge to shake them violently in your hands! and when you're done they leave you saying "im very hungry" (line from hungry pumpkin game)!  a fun and random addon i made for a friend.

http://www.mediafire.com/download/wgbkqaqy2l6y4bt/Item_Pickle.zip

also has been submitted to RTB, awaiting approval.


38
Modification Help / Spring anamations not showing up in game (MS3D)
« on: July 10, 2013, 09:07:00 AM »
i made a dune-buggy with milkshape and everything works fine except i am trying out spring animations for the first time and nothing is happening even tho I followed the instructions correctly as far as i know... tell me what i am doing wrong

i used info on this page http://forum.blockland.us/index.php?topic=193707.0 specifically this guide http://docs.garagegames.com/torque-3d/reference/classWheeledVehicle.html

the wheels are mounting to their normal mount points but when the springs compress the animation does nothing.

here are some details about the vehicle:  i am using the scripts from the rock climber vehicle (which also has animations just to avoid script issues) and i have tried including the hub points in the animation and excluding them aswell, leaving them next to where i want the wheels to be.   i have made my animations 5 frames long each totaling to 20 frames for 4 tires, And I am exporting in the same way i would export weapon animations.


39
I assume it is because it is repetitively trying to switch weapon Images and Torque will not let it, but i don't know.

I will post the weapon here:  LINK REMOVED!

The desired effect i am going for here is to make the weapon switch images when its condition hits 0, but when i test it is not switching-for reasons unknown to me. test it if you want, keep it, fix it, i don't care.

bad scripts on my end, if you get these problems just rethink/ check your scripts over, not worth wasting time on to fix for the most.

locked

40
Modification Help / HOW DO I REMOVE ITEMS FROM INVENTORY W/ SCRIPT!
« on: January 16, 2013, 11:47:50 PM »
as the title so subtlety requests, i do not know how to script a weapon to remove itsself from the user's inventory.. but my problem is ,in my opinion, a trickey one...  

here is the script...  i need to know how to make the weapon either stop firing completely or just remove it from my inventory...

Code: [Select]
datablock AudioProfile(tf2LMGShotSound)
{
   filename    = "./LMGFire.wav";
   description = AudioClosest3d;
   preload = true;
};

//shell
datablock DebrisData(gunShellDebris)
{
shapeFile = "./gunShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


AddDamageType("TF2LMG",   '<bitmap:Add-Ons/Weapon_TF2BasicGuns/CI_TF2LMG> %1',    '%2 <bitmap:Add-Ons/Weapon_TF2BasicGuns/CI_TF2LMG> %1',0.75,1);

datablock ParticleData(tf2LMGFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.5;

useInvAlpha = false;
};
datablock ParticleEmitterData(tf2LMGFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "tf2LMGFlashParticle";

   uiName = "LMG Flash";
};

//////////
// item //
//////////
datablock ItemData(tf2LMGItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system
  
    // Basic Item Properties
   shapeFile = "./Carbine.dts";
   rotate = false;
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;
  
   //gui stuff
   uiName = "Carbine";
   iconName = "./icon_tf2LMG";
   doColorShift = true;
   colorShiftColor = "0.5 0.5 0.5 1.000";
  
    // Dynamic properties defined by the scripts
   image = tf2LMGImage;
   canDrop = true;
  
   //Ammo Guns Parameters
   maxAmmo = 25;
   canReload = 1;
  
   //condition Guns Parameters
   maxcondition = 100;
   canRepair = 0;

};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(tf2LMGImage)
{
   // Basic Item properties
   shapeFile = "./Carbine.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0.05 0.1";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // 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 = true;

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

   // Projectile && Ammo.
   item = tf2LMGItem;
   ammo = " ";
   projectile = gunProjectile;
   projectileType = Projectile;

   casing = gunShellDebris;
   shellExitDir        = "1.0 0.1 1.0";
   shellExitOffset     = "0 0 0";
   shellExitVariance   = 10.0;
   shellVelocity       = 5.0;

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

   doColorShift = true;
   colorShiftColor = tf2LMGItem.colorShiftColor;
  
   //Raycasting Weapons settings
   raycastWeaponRange = 1000;
   raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
   $TypeMasks::PlayerObjectType | //AI/Players
   $TypeMasks::StaticObjectType | //Static Shapes
   $TypeMasks::TerrainObjectType | //Terrain
   $TypeMasks::VehicleObjectType; //Vehicles
   raycastWeaponPierceTargets = ""; //Gun cannot pierce
   raycastExplosionProjectile = gunprojectile;
   raycastExplosionSound = ""; //sound played by exploding gunprojectile
   raycastDirectDamage = 20;
   raycastDirectDamageType = $DamageType::TF2LMG;
   raycastSpreadCount = 1;
   raycastSpreadAmt = 0.003;
   raycastTracerProjectile = TF2BulletTrailProjectile;

   // 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] = 0.3;
stateWaitForTimeout[0] = true;
stateTransitionOnTimeout[0] = "LoadCheckA";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1]         = true;
stateTimeoutValue[1] = 0.01;
stateTransitionOnNoAmmo[1] = "Reload";

stateName[2]                     = "Fire";
stateTransitionOnTimeout[2]     = "FireLoadCheckA";
stateTimeoutValue[2]             = 0.06;
stateFire[2]                     = true;
stateAllowImageChange[2]         = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = tf2LMGFlashEmitter;
stateEmitterTime[2] = 0.06;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = tf2LMGShotSound;

//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[4] = "LoadCheckA";
stateScript[4] = "onLoadCheck";
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "LoadCheckB";

stateName[5] = "LoadCheckB";
stateTransitionOnAmmo[5] = "Ready";
stateTransitionOnNoAmmo[5] = "Reload";

stateName[6] = "Reload";
stateTimeoutValue[6] = 0.6;
stateScript[6] = "onReloadStart";
stateTransitionOnTimeout[6] = "Wait";
stateWaitForTimeout[6] = true;
stateSound[6] = Block_MoveBrick_Sound;

stateName[7] = "Wait";
stateTimeoutValue[7] = 0.4;
stateScript[7] = "onReloaded";
stateTransitionOnTimeout[7] = "Ready";
stateSound[7] = Block_PlantBrick_Sound;

stateName[8] = "FireLoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "FireLoadCheckB";

stateName[9] = "FireLoadCheckB";
stateTransitionOnAmmo[9] = "Smoke";
stateTransitionOnNoAmmo[9] = "ReloadSmoke";

stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.3;
stateEmitterNode[10] = "muzzleNode";
stateTimeoutValue[10] = 0.2;
stateTransitionOnTimeout[10] = "Ready";
stateTransitionOnTriggerDown[10] = "Fire";

stateName[11] = "ReloadSmoke";
stateEmitter[11] = gunSmokeEmitter;
stateEmitterTime[11] = 0.3;
stateEmitterNode[11] = "muzzleNode";
stateTimeoutValue[11] = 0.2;
stateTransitionOnTimeout[11] = "Reload";
};

function tf2LMGImage::onFire(%this,%obj,%slot)
{
Parent::onFire(%this,%obj,%slot);
%obj.playThread(2, plant);
%obj.toolAmmo[%obj.currTool]--;
%obj.toolcondition[%obj.currTool]--;
if(%obj.toolcondition[%obj.currTool] >= 0)
{
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>Weapon Condition: <font:impact:34>\c6" @ %obj.toolcondition[%obj.currTool] @ " % ");
%obj.toolcondition[%obj.currTool]--;
}
else
{
(REMOVE / STOP GUN FROM FIRING HERE!!!!)
commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>Weapon Condition: <font:impact:34>\c6 BROKEN! ");
}
}

function tf2LMGImage::onReloadStart(%this,%obj,%slot)
{
%obj.playThread(2, shiftLeft);
}

function tf2LMGImage::onReloaded(%this,%obj,%slot)
{
%obj.playThread(2, shiftAway);

%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.setImageAmmo(%slot,1);
}

function tf2LMGImage::onUnMount(%this,%obj,%slot)
{
%obj.playThread(2, root);
}

Twards the bottom you will see "(REMOVE / STOP GUN FROM FIRING HERE!!!!)" i want the script to remove the item to be placed there
if you could post the appropriate script in the comments i will be forever grateful :P


also yes i am editing the TF2  Basic pack SMG for this... but i have contributed far more than 50% in the weapon degradation scripts and i am giving the original creators their credit for making it so don't tell me im a cheater and a looser for copying script.... thats not necessary


thanks...

41
Help / weapon model issues...
« on: October 28, 2012, 06:54:06 PM »
I have been trying over and over to fix a problem with a tube/sight thingy for a "handheld tank" sort of gun...

the model looks fine in milkshape but when held by a player it looses alot of faces,  it may be because i just cant see them from behind, or im making it wrong...  here is a download...

http://www.mediafire.com/?o0zb0h5bj8hgltd

i know the script is just a modified gun but it works fine for viewing the model

if you fix it it would be nice if you could tell me how you did     or just look it over and leave a comment saying how i have messed it up...

PS: if you could show me some tutorials for making better weapons/models in Blockland i wold appreciate it (and i would avoid ever having to spam the forums with my stupid problems)

42
Help / How do i combine add-ons
« on: October 02, 2012, 11:36:51 PM »
first off idk if its really called combineing...

i just want to take like 5 to 8 weapon addons and make them one addon, i tried:

(Zpied folder)
(server.cs)
    exec("./BLAH.cs");
    exec("./BLAH.cs");
    exec("./BLAH.cs");
    exec("./BLAH.cs");
    exec("./BLAH.cs");

BLAH being the name of the .cs i wanted to use

and that didnt work, yes i had "BLAH" in the same ziped folder as server.cs and yet it still wont work, all the resources for running BLAH were there too, as was namecheck. this is the last thing i need to know in order to finish my addon plz help fast


is it possible that the BLAH.cs needs to have the line

uiName = "AssassinDirk";

must be the same as the file being exec by server?  if no witch one is, (if any)

43
Help / no first person anamations (sword)
« on: September 30, 2012, 10:53:06 AM »
i am making some scrap weapons for a fallout themed rp and my sword wont animate in first person, i have seen topics like this but none provide an answer, ill post the add-on so you can see it...

i need to know if its my model or script or idk what, it works fine in 3rd person but there are no movements in first

made the model with milkshape if it matters and used this guide for most of it http://forum.blockland.us/index.php?topic=78760.0

here is the addon: http://www.mediafire.com/?thl2a5v00n9h2ue

44
Gallery / Arcainia RPG (beta 1.0)
« on: September 13, 2012, 09:24:50 PM »
A Guide To... Arcainia
(This topic is not only to show you the server but also serves as a "guide" to the server, because it can be accessed while playing the server)

The grand opening of my Arcainia blockland RPG and the server was SWARMING, and its good news! the server is rated 9.75/10 by all the people who joined the opening, and i couldn't be happier because, playing on and off for 7 months working on the damn thing it better be good!
Arcainia contains my most advanced crafting/potion brewing events ever! you can see a tutorial for them here,
 http://www.youtube.com/watch?v=-J8rI0sJ73o   Forgive me for the annotations instead of words, it was my first YouTube vid... but it shows the crafting aspect quite well!

Crafting!

you can make over 40 different potions/items by combining only 10 ingredients together on the tables!

the items are...
Wood
Redblossum
Iron (Iron bars)
Creepvine Root
Gold (gold bars)
Jars Of Poison
Diamond
Mystery Powder
Sorostone
and..
Mushroom Caps!

The land of Arcainia...


VIDEO: http://www.youtube.com/watch?v=GZ-VV9eO4ls&feature=youtu.be

Arcainia is made up of 4 main islands and 4 smaller unnamed islands.


main islands...
1. Rockstan island (snowy, mountians)
2. Arcainia island   (one large city with towers)
3. Arus island        (Desert, tutorial is located here)
4. Green island      (pine forest, under attack by dragons)

It also has 5 villages (one on each main island, 2 on Rockstan

Arcainia is one of the first if not the first to have...


complex Quests
Challenging puzzles
a second demention, HELL (coming in beta 1.2)
the crafting system mentioned above
and...
3 BOSSES

Arcainia consists of over 120000 bricks of PURE ADVENTURE!

Commonly asked questions...

Q. Does this build have anything to do with the game Arcainia?
A. No, sorry i had no idea arcainia the real game existed until i was 3 months into the build and had setteld on the name (the name was given to me by a player who helped with the build)

Q. HELP i have accidently made a potion that changes me into a monster of some sort!!! how do i change back?
A. use mushroom caps and redblossum to make the restore player potion.

Q. wtf i have no idea how to do quests!
A. I expect you to read the popups you get when talking to bots, if you read them the quests should be quite easy

Q. I blew through the Tutorial, i don't know how to mine/craft/chop wood how can i redo it!
A. reset your checkpoint and you will be teleported to the start of the tutorial.

Credits!


89% of the build is me, ZombeKillz
9% goes to Butters 601 for the capitol city
1% goes to my good pal Bananastealth for assorted details
1 more% is for Jitank for some other assorted details, (maby more than 1% when the hell comes out since its his project)


Here Again is the youtube video and the Arcainia V1.1 MAP
http://www.youtube.com/watch?v=GZ-VV9eO4ls&feature=youtu.be

45
Suggestions & Requests / An RPG GUI that uses events (maby VCE?)
« on: August 31, 2012, 01:47:53 AM »
I have noticed that all RPG GUIs have been lacking... flexibility, such as they can only be downloaded as client side and only used on someone elses crummy server, i want this to change, so everyone scripter or not can have great RPGs.

I propose a GUI that can be brought up by anyone in the server with no client side addons, that is controlled by events like vce, for example you have mined 3 coal

(on pickaxe hit- player - vce mod variable (coal) ...and so on...)

but when you open your gui a thing pops up with different tabs listing the amount of coal (and other resources of course) you have, all the items in your inventory, your money and (if you wanna get real technical your quest log)

and i want it all to be set up on a minigame, like when your making a minigame with the gui you have each GUI tab there to edit...

say you have a blank text box for your list of resources, and in minigame options you set the blank text box to say...

you have <var:pl:coal> coal and <var:pl:iron> iron

so when you pulled up your resources tab it would look like...

_____________________________ ___________
|                             resources                     |
----------------------------------------------
|              you have 2 coal and 4 iron              |
|                                                                |
----------------------------------------------


so in the minigame options there will be 3 tabs to edit

tab one: resources (blank text box to type in)

Tab two: money (another blank text box)

Tab three: items (just a number to edit, the number represents the number of items you can store in your gui, to equip that item you will need to click it or scroll to whilst in the mini game)

and maby a quest log tab but i have no effing idea how that could work


so when your playing in the minigame you can open the gui and click the tabs, when you do so the the boxes, like the example one above, wil pop up displaying all you have written in the minigame options...

i know all of this is a LOT to ask and im expecting to get a buncha "hey good idea but never gunna happen bro!"s but im a newbie scripter and if someone could just lead me in the direction of an addon like this or do some scripting for me just to get the ball rollin that would be just the best... i can learn some basic scripts... but this is gunna be a team effort for me...

if you want to help here are some specs i would prefer to have in this addon....

when makeing a minigame allow the gui to have a checkbox so you can toggle wether or not you want to have the GUI enabled in your minigame

make it so the gui opens when you press Q (if its enables in the minigame of course)


thats it for now

and remember... if you are going to help i can add some more info and some pics of what i want this gui to look like (i am flexable about this we can change any aspect of this whilst we make it)

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