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FPSC Classic Models and Media / Need help with a fish, please.

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xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 18:39
I made a fish entity and gave it some height in MilkShape. (see attached) Textured and placed in the editor, no problem. The fish appears at the proper height when placed, and if set to physics off it appears at the proper height in-game.

I use a proximity script, and as soon as the player is within range, the fish falls to the floor and chases the player. How do I make the fish move at the proper elevation?

Best.

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X Games
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Posted: 6th Jan 2008 18:42
I have no idea and sorry i can't help but thats a great idea and snapshot looks so cool!

Join the fps-x-games.com forums

xplosys
18
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Posted: 6th Jan 2008 18:46
X Games, thanks.

I put this here because I think it's a model issue. If not, let me know or a MOD can please move it.

Best.

Gunn3r
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Location: Portland, OR
Posted: 6th Jan 2008 18:46
Great fish! Is it a character or just an entity?

[url=http://gunn3rgames.zxq.net]
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xplosys
18
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Posted: 6th Jan 2008 18:48
It's an entity. If I use ischaracter=1 in the FPE will that make a difference?

Best.

bobert
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Posted: 6th Jan 2008 18:49
you should just move it off the ground in milkshape

in the immortal words of cheeshead you are a forum ruiner guy!
SamHH
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Location: Vermont
Posted: 6th Jan 2008 18:52
Try placing the fish at 0 in milkshape and just adjust the fixnew line in the fpe,it might work better.


xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 19:00
Quote: "you should just move it off the ground in milkshape"


Quote: "I made a fish entity and gave it some height in MilkShape. "

Quote: "it appears at the proper height in-game."


It is off the ground.

Quote: "Try placing the fish at 0 in milkshape and just adjust the fixnew line in the fpe,it might work better."


What is the correct syntax for fixnew. That line is not in the fpe. I know I can add it, and I believe it's the y axis, but I don't know the correct usage.

Thanks.

bobert
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Posted: 6th Jan 2008 19:09
srry i didnt read the whole thing.

in the immortal words of cheeshead you are a forum ruiner guy!
SamHH
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Posted: 6th Jan 2008 19:13
offy =
Under orientation.


xplosys
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Posted: 6th Jan 2008 19:21 Edited at: 6th Jan 2008 19:23
Quote: "offy =
Under orientation."


No, no help. Thanks.

ischaracter creates the shadow and seems to work a bit smoother movement wise, but the fish still falls to the floor when the player get within range.

Best.

Disturbing 13
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Posted: 6th Jan 2008 20:07 Edited at: 6th Jan 2008 20:08
ok here is the possible solution. I've done this myself. This is one of the 'first bone' type problems. No amount of scripting will fix it, it never did on the bipeds sinking and it wont for this as well.

1. Import a biped skeleton that has the first group of bones at x,y,z, 0,0,0,. The one from the boards will do fine.

2. select all the bones EXCEPT the ones between the feet. Delete them.

3. 'merge' your fish .ms3d (the one at the propper height) file with it. this will change the amount of animation frames to the amount in your fish as well as have the propper animation.

4. export with jt exporter.

The reason this works is because in the bone order you have put the first placed bone (from the biped) ,before the skeleton of the fish. This is a good way to import models that arent FPSC ready.

Hope that helps.

rolfy
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Posted: 6th Jan 2008 22:42
X I would animate that guy so he floats up and down to use this thing you need to have a pivot bone as d13 suggests which would always be at floor level you would want three or four bones to deform the fishy so he looks like swimming these can then be animated with vertical movement.
nice fishy.


xplosys
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Posted: 6th Jan 2008 22:55
D13 and rolfy,

Thanks. I'll work on it tomorrow.

Best.

Anja Viotile
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Posted: 7th Jan 2008 01:53
you can also add a very very very very small box, thats prob invisble inside fpsc. and make it part of the fish. insert the height difference between the box and the fish.

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xplosys
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Posted: 7th Jan 2008 04:02
Quote: "you can also add a very very very very small box"


Thanks. That was the first thing that came to mind after reading D13's post. I'll try both ways tomorrow. If the box works I'll do that, because I really didn't want to animate the fish.

Best.

s4real
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Posted: 7th Jan 2008 19:01
It could be in the script as well on what the animation is doing when its attacking, a way to get around it is to add a pole to the fish to the floor then use transparent texture on the poll.

Best s4

xplosys
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Posted: 7th Jan 2008 21:15 Edited at: 7th Jan 2008 21:53
Quote: "a way to get around it is to add a pole to the fish to the floor then use transparent texture on the poll."


Thanks. That worked just fine.

best.

xplosys
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Posted: 7th Jan 2008 21:53
Attached a video of the piranha in motion. (no animation)

Best.

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Seth Black
FPSC Reloaded TGC Backer
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Posted: 7th Jan 2008 23:13
...sweet!


Widow 13 - Coming Spring 2008
Lightning Bolt Studios
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Posted: 7th Jan 2008 23:28
Nice one xplosys!
Captain Kirk
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Posted: 10th Jan 2008 14:40
Nice work xplosys!. I love fishes. Will you release this in a modelpack? I need some fish in my game too.
Anja Viotile
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Posted: 11th Jan 2008 09:50
WOW monster Big piranha hehe

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s4real
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Posted: 11th Jan 2008 10:04
Quote: "Thanks. That worked just fine."



Your welcome X and the fish looking good dont want to be in the water with a few off them hacking away.

Best s4

Wolf
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Posted: 11th Jan 2008 14:05
Why do you guys still use Waterdecals?

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tyrano man
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Posted: 11th Jan 2008 18:13
Quote: "Why do you guys still use Waterdecals?"

Theres no other good way in X9 to do it.

Tyrano

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CoffeeGrunt
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Posted: 11th Jan 2008 19:58
*cracks fingers*

Scripting i think...............

Oh wait, you fixed the problem.....i was going to suggest using the FLOATRATE=X command in it's script to keep it constantly at the right level....

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