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FPSC Classic Models and Media / Moving floor entities Release

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defiler
16
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Joined: 4th Apr 2009
Location: Canada
Posted: 22nd Sep 2011 04:23 Edited at: 24th Sep 2011 19:24
Hey guys... so i still have not figured out how to have these completely static after the animation, as such i am going to be releasing these as is to the masses. I got a request from someone on my youtube video so that is really the motivation for me to release these.

If you figure out how to have these static after animation, may you please post the fpi script for it. Not only would it help others but it would help me to learn. Plus if you do figure it out i will make you a free entity as a thanks.

Required photo uploaded to my dropbox.
http://dl.dropbox.com/u/16349584/plate.png

If you forget what these are from, they are from my i can't believe its FPSC compo entry.

Download [UPDATED]: http://dl.dropbox.com/u/16349584/Custom%20Portal%202%20plates.rar (Copy and paste into browser bar)

Sounds not included because someone decided it would be a good idea to delete them...

License included, but if you don't want to go through it, go ahead and use it, re-texture it, for commercial or non commercial use.

Current Project: Lost Contact: Chapter 1
Wraith Staff
18
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 22nd Sep 2011 04:43 Edited at: 22nd Sep 2011 05:02
Again, thanks

[EDIT]: Should there be a script with this?

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Pirate Myke
14
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2011 05:48 Edited at: 22nd Sep 2011 05:52
In your main ai script at the very last line add this:

some condition, some condition: what ever ending action you have,state=(number that is higher then all else in the script),suspend

Ex last line of script:
state=100,frameatend=15:state=101,suspend

This will leave the object visible on the screen but it will have not collision and should not react to player anymore.

Option2: Create and anim line in your fpe file for the last frame of your animation. Have the last line in your script call the setframe action for that animation and increment the state=to a number higher then the rest. This will keep colision on and the object should stay at the last frame of the animation.

Hope this helps.

They will never be static, if they started as dynamic


defiler
16
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Joined: 4th Apr 2009
Location: Canada
Posted: 22nd Sep 2011 07:35 Edited at: 22nd Sep 2011 07:41
Oh dear, i forgot to include the FPI script for these... Hold on and let me upload them...

Edit: Put a link for the fpi scripts, i will most likely load this onto a fpsc site with everything together, but i am studying for a law 12 class.

Edit2: Pirate myke, i tried doing what you said for option 2 cause that was what i needed. However what i have decided as a placeholder is to have a entity spawn and de spawn for when it is up and when it is down in the rest position.

Current Project: Lost Contact: Chapter 1
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Sep 2011 11:57
Do you have an in-game screenshot?

I reject your reality and substitute my own...
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2011 12:05 Edited at: 22nd Sep 2011 12:08
Thats cool, many ways to get what you want. Sometimes I just need to do that also to get the effect I am looking for. Downloading now and thanks. Those are really nice. great job. Post an in game screen shot so they dont close the thread.


Wraith Staff
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Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 22nd Sep 2011 19:11
Here's a good screenshot to use

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defiler
16
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Joined: 4th Apr 2009
Location: Canada
Posted: 22nd Sep 2011 20:22
*Facepalm* Sorry Nickydude, i totally forgot about putting a screenshot so people knew what they were getting. Updated front screen with one that wraith put because currently at school.

... Third times the charm?

Current Project: Lost Contact: Chapter 1
Dark Evenger
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Posted: 22nd Sep 2011 22:04
it look like a the moving wall from PORTAL 2

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
Wraith Staff
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Location: Hamilton, OH
Posted: 23rd Sep 2011 06:38 Edited at: 23rd Sep 2011 06:44
I've noticed something: the entities have 2 textures, not like 2 maps, but 2 D, D2, N and I textures. One's for the floor/platform part and the other's for the pneumatic arm part, making it nearly impossible to get shaders to work for them as I can't assign them to the texturebank and still have them on the entity (as the textures aren't even in the entities' FPE file). Is there any way around this?

Also, would it be too much to ask for the placeholder entities you mentioned above, please?

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defiler
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Location: Canada
Posted: 23rd Sep 2011 08:17
Ah, so that is why i could never have shaders on those...

Do you mean the segment and the lights model?

Also, do you want me to just remake the plate thing so its one single entity?

Current Project: Lost Contact: Chapter 1
Wraith Staff
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Location: Hamilton, OH
Posted: 23rd Sep 2011 10:00
Quote: "Do you mean the segment and the lights model?"


I mean that you have textures for "floor" as well as "floorplate". With two sets of textures like that, the shaders won't work. Textures should be in the texturebank or most shaders to work and the FPE file for the entity should point there. You can't tell the FPE file to use multiple textures like that (to my knowledge).

Quote: " Also, do you want me to just remake the plate thing so its one single entity? "


Is it not? If the mesh is somehow in parts that may be why it has two sets of textures Is so I think that if you re-made it as one single entity with only one set of textures (allocated to the texturebank instead of the entitybank) then shaders should work just fine.

Though if you mean the fact that you have both a wall unit AND a floor unit, no keep them separate... there both awesome!

Also, is the entity hollow? That may be part of the collision issue ... maybe (I'm not much of a modeler )

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defiler
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Joined: 4th Apr 2009
Location: Canada
Posted: 23rd Sep 2011 18:35
-_- ... Yeah... I see what I did wrong... Let me update my download when I get home with the segment used and the texture.

Current Project: Lost Contact: Chapter 1
Wraith Staff
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Location: Hamilton, OH
Posted: 24th Sep 2011 22:51
The fix didn't rally solve the problems. There are still two distinct sets of textures assigned to the entity and if you point the FPE to either of them, the model doesn't have proper texture and without the ability to assign textures in the FPE, no shaders can be used

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Wraith Staff
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Posted: 28th Sep 2011 02:16
Have you managed to work things out?

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