sNeaksieGarrett on 22/6/2013 at 00:18
Nope, I used a cube I made. I guess it wouldn't hurt to go download that object and follow the tutorial to the letter.
edit:
Okay, I followed the tutorial and managed to get a blue tint to appear on my screen from the InWater.gif. However, I then tried to use the image you showed me above by making it into a gif and in-game it shows only one frame and it looks completely distorted. Perhaps I didn't set the gif up right, I don't know.
sNeaksieGarrett on 23/6/2013 at 21:27
Any tips on the gif?
I don't think this will work - for one, his model makes it look far too close to Garrett's face, and two, the gif animation does not play.
LarryG on 24/6/2013 at 00:54
This proof of concept demo seems to work. The animations need LOTS of fine tuning and there need to be more of them (maybe 30 or more to get it to look smooth). I'll leave that to you. I just wanted to make sure it worked.
[ATTACH]1718[/ATTACH]
R Soul on 24/6/2013 at 00:55
Quote Posted by sNeaksieGarrett
Code:
NVCreateAndLinkLinkData1Field="Joint";NVCreateAndLinkLinkData1Value=1;NVCreateAndLinkLinkData2Field="Type";NVCreateAndLinkLinkData2Value=3;NVCreateAndLinkLinkData3Field="Submod #";NVCreateAndLinkLinkData3Value=0;
I'm seeing a pattern that suggests those values do absolutely nothing at all. Apparently joints don't count on Garrett (or, it's because of the way
Player" spawns into the world from the archetype of Garrett?)
I don't think fields need to be specified if their default values are being used, so you may only need to set the Type field.
I don't know anything about submodels, but the player has two object models: garcrh and garstd, which are in obj.crf. Perhaps a vhot could be added (@h01) and then the ParticleAttachement link could still work, referring to a vhot rather than a submodel.
sNeaksieGarrett on 24/6/2013 at 01:48
Thanks for the demo Larry. However, the problem I still have is the location of the animation. I don't know how to move it up.
Also, I didn't know you could make an animation with png files.
Hmm, perhaps that is the way to go then. I'll need to add a vhot. Although I'll be honest and say I don't know how to do it. Are there any vhot tutorials I could reference? I'm sorry to bother you guys with this so much.
LarryG on 24/6/2013 at 02:32
Quote Posted by sNeaksieGarrett
Thanks for the demo Larry. However, the problem I still have is the location of the animation. I don't know how to move it up.
Also, I didn't know you could make an animation with png files.
Hmm, perhaps that is the way to go then. I'll need to add a vhot. Although I'll be honest and say I don't know how to do it. Are there any vhot tutorials I could reference? I'm sorry to bother you guys with this so much.
You move it up down left right by moving the visible part around on the image file. That's it. Take a look at the image file. If you want, put a number grid on the image to show the visible locations. It's simple!
A vhot is just a tiny cube with the name @hxx where xx is the number of the vhot. Red is the traditional color to use.
sNeaksieGarrett on 24/6/2013 at 03:45
I meant move it up in dromed. But I guess that works too.
LarryG on 24/6/2013 at 04:19
You can't move it in DromEd. That's why this approach. Personally, I would want to move the puff lower and have it rise as the animation proceeds. I think that would look most realistic.
sNeaksieGarrett on 24/6/2013 at 04:47
Gotcha. I've been playing around with the image itself trying to get it into a spot I want. Personally, I want it higher because making it go lower it gets obscured by the light gem, and it also looks like it's coming from his stomach or something. It's pretty much a balancing act, if I move it up too much, then it's right in the center of the screen which is bad, but if I keep it low then it doesn't feel right, IMO. Anyways, thanks.;)
R Soul on 24/6/2013 at 10:32
Quote Posted by LarryG
A vhot is just a tiny cube with the name vhotxx where xx is the number of the vhot. Red is the traditional color to use. Good luck with modifying the meshes if you have never done so before ... you'll need a version of those with the limit planes ...
Vhot names take the form @hxx, and Garrett's object models are not AI meshes, they're in obj.crf.