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Messages - Crystalwarrior

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31
Modification Help / Re: Paint learns to model
« on: December 30, 2016, 08:48:46 PM »
step 1. stop using milkshape
step2. use blender
:(

32
Bump.
It'd really help with higher animation limit, guys.

33
Modification Help / Re: Cordax's Medieval Armors
« on: December 27, 2016, 03:49:47 AM »
These are exceptionally lovely! Really looking forward to them.

34
You didn't fix jack stuff >:C

35
General Discussion / Re: Darkened Skies? Maybe?
« on: December 24, 2016, 01:30:32 PM »
You could flesh it out a bit more so it's a bit like Medieval RP in terms of quality.
Honestly all you need is a setting and a good build so people roleplay in an environment.
Also, good bandit/submit rules would help you a lot in the long run.

36
im trying to import a player model plus a dsq of it running and export it (for reasons)

it wont export

Same stuff happened to me, .dts rotation animations are currently broken. Port. Pls fix.

37
Hey Badspot, is it possible for you to increase the per-.dts animation limit? I recently ran into an issue where my playertype couldn't playThread any more than 63 sequences, though anything past that can be used with setActionThread and setArmThread.

From my limited research I have found several topics (http://www.garagegames.com/community/forums/viewthread/25552/2#comments and http://www.garagegames.com/community/resources/view/9493) that may or may not be relevant, however the issue is NOT the TSShapeConstructor, as I am doing this:
Code: [Select]
datablock TSShapeConstructor(mMeleeDts) {
baseShape = "base/data/shapes/player/mmelee.dts";
sequence0 = "base/data/shapes/player/default.dsq";
sequence1 = "base/data/shapes/player/melee.dsq";
};
default.dsq contains all default animations and melee.dsq contains 27 extra sequences, 3 of which cannot be used with playThread. Same happens if I reverse melee.dsq and default.dsq, where last 3 animations in latter won't be playThread-able

The variables most relevant to this issue, I feel, might be
Quote
Important note: in shapeBase.h there is also a constant "ThreadSequenceBits" that you need to increase to allow more animations, otherwise the animations beyond the limit of this value won't play despite all the other changes.
and
Quote
This just solves the problem the TsShapeConstructor has with loading more than a certain amount of .dsq files. This can actualy be fixed without any engine coding by sticking all your animations into a small number of .dsqs. We have well over 150 animations and don't have a problem with the shape constructor. There is, however, a "bug" in the Player code that limits that amount of animations you can load.

In Player.h, find:

    NumExtraActionAnims 

And set it to a higher number; we have ours set at 512.

38
Problem: it seems like the .dts file has some weird ass animation limit hardcoded into the engine.
It's about 63 animations till you can't playthread the rest, however the weird part is using setActionThread and setArmThread works on those "missing" animations, so I have no loving clue what's going on there.
Before anyone asks: No, this is not the issue with string length in TSShapeConstructor. I am using Port's dsq combiner to make sure TSShapeConstructor has the shortest string possible and it still glitches out when there's too many animations. It doesn't seem to be an issue with the weight of the .dsq files, either.
Code: [Select]
//NOTE TO SELF: TSShapeConstructor has to be done BEFORE player datablock.
datablock TSShapeConstructor(mMeleeDts) {
baseShape = "base/data/shapes/player/mmelee.dts";
sequence0 = "base/data/shapes/player/default.dsq";
sequence1 = "base/data/shapes/player/melee.dsq";
};

datablock PlayerData(PlayerMeleeAnims : PlayerStandardArmor)
{
shapeFile = "base/data/shapes/player/mmelee.dts";
canJet = 0;
uiName = "Melee Anims Player";
};

39
Suggestions & Requests / Re: What are some must-have add-ons?
« on: December 19, 2016, 08:50:18 AM »
Zapk's Roleplay Mod (better than Bluzone imo)
https://forum.blockland.us/index.php?topic=292093.0
Bluzone content:
https://forum.blockland.us/index.php?topic=226046.0

...and get the newdup dude, it's amazing.

40
Gallery / Re: BIGGEST CITY IN BLOCKLAND \ Full Version !
« on: December 18, 2016, 06:49:34 AM »
Download link doesnt work. Are you sure you used the "share link" thingamajig?

41
Music / Re: My Music Dump [DOOM1/DOOM2 MIDI, +TEK!]
« on: December 15, 2016, 04:46:29 PM »
More +TEK stuff coming soon!

EDIT: loldone

42
anyways jack noir underestimates his ability to model. he's pretty good at it but doesn't think so himself. the complex weapon pack was entirely modeled by him iirc, or at least the garand rifle and ammo.
It's not that I underestimate myself it's just I usually prefer to code stuff rather than model, though when planets align I do make some models.
Also I want to re-model Complex Weapons completely at some point since all of the models were made in MS3D instead of Blender

43
i can model for a small fee of $1-2 per or free if i feel like it

maybe even non blockland stuff but that would need some discussion
wow dude make your own topic!!!!11

44
Just curious about your work. Are you able to make models outside of Blockland?
Perhaps, but I don't have any experience with that sadly.

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