| Blockland Forums > Modification Help |
| Player Type Construction |
| (1/2) > >> |
| Obibital:
Hello again lurkers of the General Help Forum. I am in the process of doing a collaboration of a Rosie (BioShock) Player Type, but i would like to help them with the scripting since it will be confusing. Since i cannot OPEN the .dts files im not sure what to use each one for, im taking this step by step, so first of all, What do i need to begin putting the model together? Well i would imagine a completed Model of a Rosie, with all the assorted Arms,legs,ect... After that i assume we will need the animations, and that is were im getting stuck. Im using Rots Zombie Tank as a reference right now, and its not bad. so far im looking at this section. --- Code: ---datablock TSShapeConstructor(RotZTankDts) { baseShape = "./tank/zTank.dts"; sequence0 = "./tank/zTankRoot.dsq root"; sequence1 = "./tank/zTankRun.dsq run"; sequence2 = "./tank/zTankRun.dsq walk"; sequence3 = "./tank/zTankRoot.dsq back"; sequence4 = "./tank/zTankRoot.dsq side"; sequence5 = "./tank/zTankCrouch.dsq crouch"; sequence6 = "./tank/zTankCrouchRun.dsq crouchRun"; sequence7 = "./tank/zTankRoot.dsq crouchBack"; sequence8 = "./tank/zTankRoot.dsq crouchSide"; sequence9 = "./tank/zTankRoot.dsq look"; sequence10 = "./tank/zTankRoot.dsq headside"; sequence11 = "./tank/zTankRoot.dsq headUp"; sequence12 = "./tank/zTankJump.dsq jump"; sequence13 = "./tank/zTankRoot.dsq standjump"; sequence14 = "./tank/zTankRoot.dsq fall"; sequence15 = "./tank/zTankRoot.dsq land"; sequence16 = "./tank/zTankRoot.dsq armAttack"; sequence17 = "./tank/zTankRoot.dsq armReadyLeft"; sequence18 = "./tank/zTankRoot.dsq armReadyRight"; sequence19 = "./tank/zTankRoot.dsq armReadyBoth"; sequence20 = "./tank/zTankRoot.dsq spearready"; sequence21 = "./tank/zTankRoot.dsq spearThrow"; sequence22 = "./tank/zTankRoot.dsq talk"; sequence23 = "./tank/zTankDie.dsq death1"; sequence24 = "./tank/zTankRoot.dsq shiftUp"; sequence25 = "./tank/zTankRoot.dsq shiftDown"; sequence26 = "./tank/zTankRoot.dsq shiftAway"; sequence27 = "./tank/zTankRoot.dsq shiftTo"; sequence28 = "./tank/zTankRoot.dsq shiftLeft"; sequence29 = "./tank/zTankRoot.dsq shiftRight"; sequence30 = "./tank/zTankRoot.dsq rotCW"; sequence31 = "./tank/zTankRoot.dsq rotCCW"; sequence32 = "./tank/zTankRoot.dsq undo"; sequence33 = "./tank/zTankRoot.dsq plant"; sequence34 = "./tank/zTankRoot.dsq sit"; sequence35 = "./tank/zTankRoot.dsq wrench"; sequence36 = "./tank/zTankRoot.dsq activate"; sequence37 = "./tank/zTankActivate2.dsq activate2"; sequence38 = "./tank/zTankRoot.dsq leftrecoil"; }; --- End code --- And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order. But are there specifics on how the animation must look? could i add more? Help with be awarded with gratuities. |
| TheKhoz:
--- Quote from: Obibital on August 27, 2010, 11:13:41 AM ---And im just going to assume this is where the engine looks to find the players animations for movement, and that it goes in a specific order. But are there specifics on how the animation must look? could i add more? --- End quote --- Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process. |
| Obibital:
--- Quote from: TheKhoz on August 27, 2010, 01:15:15 PM ---Animations are set in .dsq's. If you were to make an addition, it would be a .dsq. You make a Rosie .dts, all together and such, but each separate part is in a different group. Then, you make the animation, and set the sequence as a .dsq in the .dts exporting process. --- End quote --- Thats good to know thanks But what about the names of certain parts? Like how the joints on a gun need to have certain names? (i.e. muzzlePoint and mountPoint) Would the Group named need to be specific like Head100, body100, rhand100 ect? |
| TheLegomaster:
Here's a list of all mountpoints and sequences --- Quote ---Mountpoints for players and animations: (By The Russian and people who posted in his thread) List of Bone Names: eye - First person Camera mount0 - Right Hand mount1 - Left Hand mount2 - Body mount3 - Right Foot mount4 - Left Foot mount5 - Head mount6 - Visor mount7 - Pants List of Sequences: am_activate1 - Activation am_activate2 - Flailing arms am_armattack - Attacking with the right hand am_armreadyboth - Both arms out (Looks like /hug) am_armreadyleft - Left arm out am_armreadyright - Right arm out am_back - moving backwards am_crouch - crouching am_crouchback - moving backwards while crouching am_crouchrun - moving forwars while crouching am_crouchside - Moving from side to side while crouching am_death - Death Animation am_fall - Falling Animation am_headside - Freelook am_headup - Used when model requires neck usage; tilts the head up am_jump - Jumping Animation am_land - When you hit the ground hard am_leftrecoil - Moving the left hand up am_look - Spins the torso on the X axis; used for pitch camera adjustment am_plant - Planting a brick am_root - Null Thread, there is no animation am_rotCW - Turning clockwise am_rotCCW - Turning counter clockwise am_run - Running am_shiftAway - Shifting the ghostbrick away from you am_shiftDown - Shifting the ghostbrick downwards am_shiftLeft - Shifting the ghostbrick to the left am_shiftRight - Shifting the ghostbrick to the right am_shiftTo - Shifting the ghostbrick towards you am_shiftUp - Shifting the ghostbrick upwards am_side - Moving from side to side am_sit - Sitting am_spearReady - Charging the spear am_spearThrow - Throwing the spear am_standJump - Jumping while standing still am_talk - Talking animation am_undo - Hitting Ctrl+Z (The shaking head thing) am_walk - Walking Animation am_wrench - Wrenching Animation --- End quote --- |
| goz3rr:
A *.dts can be opened with Shaper (Trial) and then be exported to Milkshape ASCII |
| Navigation |
| Message Index |
| Next page |