Sluggs on 20/4/2006 at 07:19
Are you just larking about or is this for another mission? If the latter, how do you do it? :wot:
I messed around with an idea about a week ago, creating a room that looked dreamy, and it worked! The room looked bright, and soft too. It looked like you were in a dream sequence, sort of like in Max Payne. Soon got bored of that though! :rolleyes:
john9818a on 20/4/2006 at 15:43
This is for my next FM. It will be a manor style with a large basement. The Pic shows one on the ground, one ready to go, and one in his hand. :eek:
I attached a emittrap to his butt with CreatureAttachment and set the object to be dropped as the sinker. It needed to be flat when seen on the ground. There is a hidden button which triggers the emittrap, and a receptron for each weapon to control the servant frobbing the button when he is hit. I had to add the script ReloadTweqEmit to the emittrap to allow it to be used again.
Now when he is standing around, he will drop one every 30 seconds, and will also drop one when hit with a weapon. I put the new one in his rear as a permanent attachment without allowing the player to obtain it. You can see the end of it sticking down below his tunic. The story will explain why he has one in his hand. I also put an emitstreamtrap to drop the 30 second dropping and CreatureAttached it to his butt.
I added the suspicious properties to the droppings so that the AI would make their "what's this" comments, but they were saying them too many times, so I removed them.
(
http://www.geocities.com/john9818a/No8/dump082.jpg) http://www.geocities.com/john9818a/No8/dump082.jpg
Hitting the servant too many times causes too many objects to appear, so now I need to figure out how to make it only happen every fifth or sixth time.
Here's an mpg of it. (
http://www.geocities.com/john9818a/No8/ohdearneedsdepends.mpg) http://www.geocities.com/john9818a/No8/ohdearneedsdepends.mpg
Rob Hicks on 24/4/2006 at 16:54
Now I've used Anim8or for years, and never had this problem - all of a sudden, any object I build and port into T2 seems to have all its textures inside out. If you look at the back of an AI you can see his eyes, if you look at the front you can see his butt. What's going on!?
Rob
R Soul on 24/4/2006 at 20:39
The faces are all facing inwards. In Thief, when you look at the back of a face, you see through it.
In Anim8or, select all the faces (careful though, because some may already be okay). If you then switch to one of the solid veiws (but stay in Object/Point Edit mode), you should see that many of the faces are blue. If you go to Edit > Flip Normals, each selected face should now face the opposite way. Forutnately, it doesn't break the texture alignment.
Sluggs on 24/4/2006 at 20:59
I'd have mentioned that already but he say's he's been using Anim8or for a long time and suddenly his textures appear back-to-front. I couldn't think of any reason why that would happen, unless he's been doing something wrong, maybe after a long spell away from Anim8or.
Nielsen74 on 24/4/2006 at 21:09
Quote Posted by R Soul
In Anim8or, select all the faces (careful though, because some may already be okay)
You can deselect a face by holding down the ALT key, then Right cliking on the face you want to deselect.
Rob Hicks on 25/4/2006 at 13:41
Thanks, people - the flip normals thing worked. I still don't know why all my models are starting inside out - they never used to.
Rob
Sluggs on 20/6/2006 at 23:13
Nice models there Nielsen74. :thumb: The lock on that chest sort of looks like a Cigarette lighter! There's a neat idea... Unlock the chest and you get burnt! :joke: