| Blockland Forums > Modification Help |
| Milkshape. |
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| Naes Draw:
I'm making a blaster for retail and have two problems. One, seams have opened up in the model and look kind of nasty. Two, I'm using the textures from the add-ons folder and they don't show up. It's only the dark grey. I had "real" textures but I want more blocky ones. I have the grey75.png for the body and the grey50.png for the details. |
| Packer:
You need to Flat shaded the models for the Blocko feel. How to do it: Coming Soon when I get around to it =P |
| Naes Draw:
Oh and I have a diffrent one. When this other one fires it makes a noise, that's bad. Where do i kill it? The noise. |
| Packer:
Go into the script and Ctrl+F .wav, should find the sound files. |
| Naes Draw:
Where? I thunked I got them, but still has the noise. //flashlight.cs //flashlight trail effects datablock ParticleData(flashlightTrailParticle) { dragCoefficient = 0; gravityCoefficient = -0.0; inheritedVelFactor = 60.0; constantAcceleration = 10.0; lifetimeMS = 525; lifetimeVarianceMS = 55; textureName = ""; spinSpeed = 10.0; spinRandomMin = -500.0; spinRandomMax = 500.0; colors[0] = "0.3 0.3 0.9 0.4"; colors[1] = "0.5 0.5 0.5 0.0"; sizes[0] = 2; sizes[1] = 1; useInvAlpha = false; }; datablock ParticleEmitterData(flashlightTrailEmitter) { ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 0.0; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 0; phiReferenceVel = 0; phiVariance = 0; overrideAdvance = false; particles = "flashlightTrailParticle"; }; datablock ParticleData(flashlightExplosionRingPartic le) { dragCoefficient = 8; gravityCoefficient = -0.5; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 300; lifetimeVarianceMS = 100; textureName = ""; spinSpeed = 0.0; spinRandomMin = 0.0; spinRandomMax = 0.0; colors[0] = "1 1 0.0 0.9"; colors[1] = "0.9 0.0 0.0 0.0"; sizes[0] = 0; sizes[1] = 0; useInvAlpha = false; }; datablock ParticleEmitterData(flashlightExplosionRingEmitte r) { lifeTimeMS = 50; ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 5; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = o; thetaMax = 0; phiReferenceVel = 0; phiVariance = 0; overrideAdvance = false; particles = "flashlightExplosionRingPartic le"; }; datablock ExplosionData(flashlightExplosion) { //explosionShape = ""; soundProfile = flashlightHitSound; lifeTimeMS = 150; particleEmitter = flashlightExplosionEmitter; particleDensity = 10; particleRadius = 0.2; emitter[0] = flashlightExplosionRingEmitte r; faceViewer = true; explosionScale = "0 0 0"; shakeCamera = false; camShakeFreq = "10.0 11.0 10.0"; camShakeAmp = "1.0 1.0 1.0"; camShakeDuration = 0.5; camShakeRadius = 10.0; // Dynamic light lightStartRadius = 3; lightEndRadius = 3; lightStartColor = "0.3 0.6 0.7"; lightEndColor = "0 0 0"; impulseRadius = 0; impulseForce = 0; impactImpulse = 0; verticalImpulse = 0; }; AddDamageType("flashlight", '<bitmap:add-ons/ci/generic> %1', '%2 <bitmap:add-ons/ci/generic> %1',1,1); datablock ProjectileData(flashlightProjectile) { //projectileShapeName = ""; directDamage = 0; impactImpulse = 0; verticalImpulse = 0; impulseRadius = 0; impulseForce = 0; impactImpulse = 0; verticalImpulse = 0; explosion = flashlightExplosion; //particleEmitter = as; muzzleVelocity = 999999999; velInheritFactor = 500; armingDelay = 0; lifetime = 2000; fadeDelay = 90; bounceElasticity = 0; bounceFriction = 0; isBallistic = false; gravityMod = 0.0; hasLight = true; lightRadius = 25.0; lightColor = "0 0 0.30"; }; ////////// // item // ////////// datablock ItemData(flashlightItem) { category = "Weapon"; // Mission editor category className = "Weapon"; // For inventory system // Basic Item Properties shapeFile = "./shapes/flashlight.dts"; rotate = false; mass = 1; density = 0.2; elasticity = 0.2; friction = 0.6; emap = true; //gui stuff uiName = "Flashlight"; iconName = "./ItemIcons/flashlight"; doColorShift = false; colorShiftColor = "1 1 1 1.000"; // Dynamic properties defined by the scripts image = flashlightImage; canDrop = true; }; //////////////// //weapon image// //////////////// datablock ShapeBaseImageData(flashlightImage) { // Basic Item properties shapeFile = "./shapes/flashlight.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; rotation = eulerToMatrix( "0 0 10" ); // 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 = flashlightItem; ammo = " "; projectile = flashlightProjectile; projectileType = Projectile; //melee particles shoot from eye node for consistancy melee = false; //raise your arm up or not armReady = true; doColorShift = false; colorShiftColor = flashlightItem.colorShiftColo r;//"0.400 0.196 0 1.000"; //casing = " "; // 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] = 0.01; stateTransitionOnTimeout[0] = "Ready"; stateSound[0] = weaponSwitchSound; stateName[1] = "Ready"; stateTransitionOnTriggerDown[1] = "Fire"; stateAllowImageChange[1] = true; stateName[2] = "Fire"; stateTransitionOnTimeout[2] = "Smoke"; stateTimeoutValue[2] = 0.00000; stateFire[2] = true; stateAllowImageChange[2] = false; stateSequence[2] = "Fire"; stateScript[2] = "onFire"; stateWaitForTimeout[2] = true; stateEmitter[2] = flashlightFlashEmitter; stateEmitterTime[2] = 0.0001; stateEmitterNode[2] = "muzzleNode"; stateEjectShell[2] = true; stateName[3] = "Smoke"; stateEmitter[3] = flashlightSmokeEmitter; stateEmitterTime[3] = 0.0001; stateEmitterNode[3] = "muzzleNode"; stateTimeoutValue[3] = 0.00000; stateTransitionOnTimeout[3] = "Reload"; stateName[4] = "Check"; stateTransitionOnTriggerUp[4] = "StopFire"; stateTransitionOnTriggerDown[4] = "Fire"; stateName[5] = "StopFire"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.00000; stateAllowImageChange[5] = false; stateWaitForTimeout[5] = true; //stateSequence[5] = "Reload"; stateScript[5] = "onStopFire"; }; |
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