LarryG on 24/6/2013 at 13:55
Quote Posted by R Soul
Vhot names take the form @hxx, and Garrett's object models are not AI meshes, they're in obj.crf.
Oops. You're right (as usual). I knew that. Don't know what I was thinking. Well no wonder the joint information was ignored, there are none! To make up for my misinformation, I'll try and post vhotted Garretts in a bit.
Edit: Well, no, I can't do that either. Bintoe crashed processing garcrh.bin and garstd.bin. Sorry. Someone else will need to figure out how to export them as 3ds. The tools I have won't do it.
sNeaksieGarrett on 25/6/2013 at 04:43
I thought I had downloaded a package of .3ds files for thief 2, but now I can't seem to find them on my hard drive. In any case, I was looking into just increasing the amount of frames for the PNG method. I already moved the puffs into a nice spot within the PNG, I just need more frames. Just wish I could have used the actual particles in-game.
The Watcher on 25/6/2013 at 08:19
I have absolutely no recollection where I obtained this from, but (
http://thief.starforge.co.uk/images/5/5d/ThiefII_obj.zip) here's a "ThiefII_obj" archive I have stashed in my dromed_files directory. That appears to contain both garstd.e and garcrh.e files - I haven't tried running them through eto3ds or the like, though.
LarryG on 25/6/2013 at 14:33
Great! I'll take a look and see what I can do then.
sNeaksieGarrett on 25/6/2013 at 14:39
Ah! That's what it was. I just looked again and found that zip on my hard drive. I forgot to check my projects folder where I have some thief stuff I downloaded.
Edit: Okay, I imported them into Blender after converting them using eto3ds. They're the models for when Garrett is using the scouting orb. One of them has Garrett crouching.
LarryG on 27/6/2013 at 05:06
Here. I haven't looked at them in game and I have no idea if this will work, but there is a vhot now in front of Garrett's mouth on each. (H01). Rename and put in your OBJ folder.[ATTACH]1720[/ATTACH]
sNeaksieGarrett on 27/6/2013 at 05:26
Thanks Larry...
However, it still doesn't work. :( I managed to do a particle attachment link and put vhot 1 in the data field. While it is in a decent spot while garrett is standing, as soon as he crouches the breath appears above his head. I do know that if you toy with the Particle Launch Info thing you can move where the particles appear, but it doesn't seem like that has any effect on moving it when garrett crouches. Ah well, was worth a try.
R Soul on 27/6/2013 at 16:16
It could be that the crouch model is only loaded if you throw a scouting orb while crouched. But Garrett's a pretty cold individual so maybe his breath doesn't condense.
TypeRED on 27/6/2013 at 21:39
go to object hierarchy... physical > avatar > garrett, and just add the tweq emit property with following values:
Halt: Stop tweq
AnimC : NoLimit, Sim
MiscC : NoPhysics
Rate: 2000
Max frames: -1
emit what: SteamPuff
then add TweqOnOff to the script property.
(test it by setting Emitterstate to "On" at the garrett archetype)
that simulates the basics, it works in crouch and standing mode and any view direction, all you need to do now is making your own particle based on the SteamPuff and a room-controled NVrelayTrap to activate/deactivate the tweq on the target object "player"
good luck
sNeaksieGarrett on 27/6/2013 at 22:08
Wow, that works great. However, it feels like it is a bit too close to his face.
Edit: Okay, Messing with the Launch Info has allowed me to better position it. Thank you so much TypeRED! :thumb:
Okay, so adding tweqOnOff is going to be a problem, because all of the script spots for Garrett are taken up already. :/ In addition to that, I don't quite understand how I'd set up the relaytrap you speak of.