Author Topic: [Tutorial]Making Add-Ons With Blender(Not Modeling)  (Read 155186 times)

Also how would I get a custom bullet working?
If it is a custom projectile make sure that the empty is named Detail1 instead of Detail 32 or else it will disappear in the air.

If it is a custom projectile make sure that the empty is named Detail1 instead of Detail 32 or else it will disappear in the air.
Is the detail word on the names of empties case sensitive?
Is 'shape' case sensitive?

I'm having serious problems with the whole 'levels of detail' currently...

Ok, Im making a Turret type thing... will I need col0? Everytime I spawn the turret I crash, and I currently have Col0...
« Last Edit: October 10, 2010, 10:50:51 PM by takato14 »

Is the detail word on the names of empties case sensitive?
Is 'shape' case sensitive?

I'm having serious problems with the whole 'levels of detail' currently...
No its not.

Ok, Im making a Turret type thing... will I need col0?
If it's a player datablock then no.

It is, and I removed the col0, but it still crashes. This is all that comes up in my console when i load, if it helps.
Code: [Select]
Loading Add-On: Vehicle_GammaCannon
Executing Add-Ons/Vehicle_GammaCannon/server.cs.
Executing Add-Ons/Vehicle_GammaCannon/Vehicle_HeedCan.cs.
Sequence import failed:  sequence node "Mount2" not found in base shape.
Add-Ons/Vehicle_GammaCannon/Vehicle_HeedCan.cs (0): preload failed for GammaCannonTurretDts: Load sequence Add-Ons/Vehicle_GammaCannon/t_look.dsq look failed for Add-Ons/Vehicle_GammaCannon/Gamma Cannon Turret.dts.
ParticleEmitterData(GammaCannonSmokeEmitter) unable to find particle datablock: GammaCannonSmokeParticle
ParticleEmitterData(GammaCannonSmokeEmitter) unable to find any particle datablocks
Add-Ons/Vehicle_GammaCannon/Vehicle_HeedCan.cs (0): Register object failed for object GammaCannonSmokeEmitter of class ParticleEmitterData.
Object 'GammaCannonSmokeEmitter' is not a member of the 'ParticleEmitterData' data block class
Executing Add-Ons/Vehicle_GammaCannon/Support_shootOnClick.cs.
Activating package: ShootOnClick_Pack
4 datablocks added.

Alright, I was able to get rid of all that console spam. Its still crashing whenever I spawn it. :c

EDIT: I fixed it. A stupid mistake on my part. Thanks anyways for the help :D
« Last Edit: October 10, 2010, 11:22:23 PM by takato14 »

I dont crash when I spawn it, but Im having a new problem :/

No matter what I do, the scale of the model will NOT change in the export; Its always tiny as hell, Ive scaled it up several times using both the export scale option in the DTS exporter and by scaling the model itself and neither have worked. Help?

I changed the export scale to 100100.00 and it STILL isnt changing, wtf??

Ugh... NOW im getting this message in my console:

Code: [Select]
Error: shape Add-Ons/Vehicle_GammaCannon/Gamma Cannon Turret.dts-collision detail 0 (Collision-1) bounds box invalid!
Any idea of whats going on? :c
« Last Edit: October 10, 2010, 11:53:32 PM by takato14 »

Code: [Select]
Executing Add-Ons/Weapon_DrenSatil/server.cs.
Error: shape Add-Ons/Weapon_DrenSatil/gun.dts-collision detail 0 (Collision-1) bounds box invalid!
Why?

Code: [Select]
Executing Add-Ons/Weapon_DrenSatil/server.cs.
Error: shape Add-Ons/Weapon_DrenSatil/gun.dts-collision detail 0 (Collision-1) bounds box invalid!
Why?
._. Thats just creepy.

If it is a custom projectile make sure that the empty is named Detail1 instead of Detail 32 or else it will disappear in the air.
Oh ok

Code: [Select]
Error: shape Add-Ons/Vehicle_GammaCannon/Gamma Cannon Turret.dts-collision detail 0 (Collision-1) bounds box invalid!
Any idea of whats going on? :c
The collision box of a player type is in the script, not in the model. I don't really know what's going on here.

The collision box of a player type is in the script, not in the model. I don't really know what's going on here.
T_T

Well, Ill try some things....

Is there a size limit on a DTS? as in how big the model is?

EDIT: Re-exporting the model did the trick. Thanks for the help DarkStar :D
« Last Edit: October 11, 2010, 08:03:03 PM by takato14 »

If I parent the fire animation to detail32 but I need it to rotate for my reload animation I can't rotate it!

If I parent the fire animation to detail32 but I need it to rotate for my reload animation I can't rotate it!
Are you using the same bone for both animations? You gotta add a new animation and then re-keyframe the bone. And why are you saying you're parenting your animation, you can't parent your animation you parent the bones that display the animation and I'm assuming that's what you mean..