Author Topic: Texture help  (Read 1108 times)

I am a noob at scripting.
I need help trying to texture my weapon, a brick.
it uses the same script as the spear.
I will not release this unless asked.(like that'll ever happen)
I need the weapon and the projectile to be red, right now the weapon is brown and the projectile is white.
Code: [Select]
//brick.cs


datablock AudioProfile(brickExplosionSound)
{
   filename    = "./spearHit.wav";
   description = AudioClose3d;
   preload = false;
};

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


//spear trail
datablock ParticleData(brickTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/ring";
//animTexName = " ";

// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};

datablock ParticleEmitterData(brickTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0; 

   particles = brickTrailParticle;

   useEmitterColors = true;
   uiName = "Spear Trail";
};


//effects
datablock ParticleData(brickExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 900;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.3 0.3 0.2 0.9";
colors[1] = "0.2 0.2 0.2 0.0";
sizes[0] = 4.0;
sizes[1] = 7.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle";

   uiName = "Spear Smoke";
   emitterNode = TenthEmitterNode;
};

datablock ParticleData(spearExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(spearExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 15;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "spearExplosionParticle2";

   useEmitterColors = true;
   uiName = "Spear Chunk";
   emitterNode = HalfEmitterNode;
};

datablock ExplosionData(spearExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = spearExplosionSound;

   emitter[0] = spearExplosionEmitter;
   emitter[1] = spearExplosionEmitter2;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 4;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 40;
   damageRadius        = 3.5;
};

//projectile
AddDamageType("SpearDirect",   '<bitmap:add-ons/Weapon_Spear/CI_spear> %1',       '%2 <bitmap:add-ons/Weapon_Spear/CI_spear> %1',1,1);
AddDamageType("SpearRadius",   '<bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1', '%2 <bitmap:add-ons/Weapon_Spear/CI_spearRadius> %1',1,0);
datablock ProjectileData(spearProjectile)
{
   projectileShapeName = "base/data/shapes/brickweapon.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::SpearDirect;
   radiusDamageType  = $DamageType::SpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.90;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Spear";
};


//////////
// item //
//////////
datablock ItemData(spearItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Brick";
iconName = "./Brick";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";

// Dynamic properties defined by the scripts
image = spearImage;
canDrop = true;
};

//function spear::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(spearImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = spearItem;
   ammo = " ";
   projectile = spearProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.400 0.196 0 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = spearFireSound;
};

function spearImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function spearImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function spearImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
} /code]


Texturing is done in the program you use. (Not scripting.)
The texture must be 16x16, and must be in the folder of the add-on.
If you are, however, recoloring something, you can just edit the colors of the textures provided and save them the same way.

Texturing is done in the program you use. (Not scripting.)
The texture must be 16x16, and must be in the folder of the add-on.
If you are, however, recoloring something, you can just edit the colors of the textures provided and save them the same way.
thank you!
I will do that now.
Edit: does it just have to be in the folder to color the weapon and the projectile?  Because that didn't work.
« Last Edit: February 18, 2009, 04:44:36 PM by LaCuckooRacha »

Code: [Select]
//brick.cs

//projectile
AddDamageType("BrickDirect",   '<bitmap:add-ons/Weapon_Brick/CI_brick> %1',       '%2 <bitmap:add-ons/Weapon_Brick/CI_brick> %1',1,1);
AddDamageType("brickRadius",   '<bitmap:add-ons/Weapon_brick/CI_brickRadius> %1', '%2 <bitmap:add-ons/Weapon_brick/CI_brickRadius> %1',1,0);
datablock ProjectileData(spearProjectile)
{
   projectileShapeName = "base/data/shapes/brickweapon.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::brickDirect;
   radiusDamageType  = $DamageType::brickRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.90;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Brick";
};


//////////
// item //
//////////
datablock ItemData(brickItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Brick";
iconName = "./Brick";
doColorShift = true;
colorShiftColor = "1 0 0 1.000";

// Dynamic properties defined by the scripts
image = brickImage;
canDrop = true;
};

//function brick::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(brickImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = brickItem;
   ammo = " ";
   projectile = brickProjectile;
   projectileType = Projectile;

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

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1 0 0 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = spearFireSound;
};

function brickImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function brickImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function brickImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
} /code]


That should work, but I'm no coder, either.

Also don't replace the textures, brickweapon.dts uses ColorShift and blank.png.

thank you Scorpion1855, that did make the weapon red, but you cant throw it anymore and it replaces your building tool. :P
Anyway to fix that?

brickImage is probably the fake "tool" used when you use bricks. Change the name of this and all references to it.

Your weapon image's projectile is referencing a nonexistant brickProjectile while you're creating one called spearProjectile, which would mess up the spear as well. Rename it.

Your projectile also uses the spear emitters, which would require Weapon_Spear to be active while using it. Add some code for forceRequiredAddOn() or change the emitters.

thank you, doing that now.

I did that, and that made the weapon into a spear
so I made a new script:
Code: [Select]
//brick.cs

//projectile
AddDamageType("SpearDirect",   '<bitmap:add-ons/Weapon_Spear/CI_spear> %1',       '%2 <bitmap:add-ons/Weapon_spear/CI_spear> %1',1,1);
AddDamageType("spearRadius",   '<bitmap:add-ons/Weapon_brick/CI_BrickRadius> %1', '%2 <bitmap:add-ons/Weapon_brick/CI_BrickRadius> %1',1,0);
datablock ProjectileData(spearProjectile)
{
   projectileShapeName = "base/data/shapes/brickweapon.dts";
   directDamage        = 50;
   directDamageType  = $DamageType::SpearDirect;
   radiusDamageType  = $DamageType::SpearRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = spearExplosion;
   particleEmitter     = spearTrailEmitter;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;
   brickExplosionMaxVolumeFloating = 200;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 20000;
   fadeDelay           = 19500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.90;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Brick";
};


//////////
// item //
//////////
datablock ItemData(brickItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Brick";
iconName = "./Brick";
doColorShift = true;
colorShiftColor = "1 0 0 1.000";

// Dynamic properties defined by the scripts
image = ChocolateImage;
canDrop = true;
};

//function brick::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ChocolateImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/brickweapon.dts";
   emap = true;
  
      // Projectile && Ammo.
   item = spearItem;
   ammo = " ";
   projectile = spearProjectile;
   projectileType = Projectile;
  
    // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   className = "WeaponImage";
   item = BrickItem;
  
   melee = false;

   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = "1 0 0 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = spearFireSound;
};

function spearImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function spearImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function spearImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
And that only makes blockland crash...
« Last Edit: February 19, 2009, 10:40:02 AM by LaCuckooRacha »