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DVader
21
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Posted: 22nd Sep 2010 16:13 Edited at: 22nd Sep 2010 18:06
Hello, I am still playing with the basics and have made a model of a light sword (ok lightsaber, lol)that I may be using in my game (unsure, if not good practise and a nice model to have). It's not finished yet 100% but it good enough to play with for now.
I have read a little about making your own weapons but am totally lost. I have my saber working ok as a table lamp, or some decoration effect. But when I set it as a weapon as soon as I pick it up it vanishes. I have seen a few tutorials that mention fragmotion or some such program. Is this needed to rig the attack animation etc? I have not tried to make any of those yet. I would have just been happy to see it floating in front of me tbh. I have played with the offset of the weapon in the weaponspec file with no noticeable results, thinking it might be hidden behind the camera.
Does anyone have any tips? The info in the manual seems a little vague and of course is for a gun. I must admit I am a little confused about all the different objects needed for enemies holding one, displaying and holding yourself. As it's not really that high poly I just used the same model twice, ignoring the enemy one as I wasn't fussed with that at least for now.


A quick video
http://www.youtube.com/watch?v=wTmfeIEkB4o

http://s6.bitefight.org/c.php?uid=103081

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Gencheff
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Posted: 22nd Sep 2010 16:18 Edited at: 22nd Sep 2010 16:19
Well,it should work without rigging it.The thing that comes up to my mind as a problem is the placement of the model.

Like you said,it's probably behind camera.
I suggest you open one of EAI's weapons in fragmotion and align your weapon near it.

You should also try to put it in an enemy's hands.It just requires the base mesh , so if that works,it's probably a placement issue.

To do that , in the gamecore make a VWEAP.x of the model in your lightsaber folder.

Then add it as the entity's weapon

DVader
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Posted: 22nd Sep 2010 16:44 Edited at: 22nd Sep 2010 18:02
I have seen EAI weapons mentioned a lot, but have no idea what they are. Are they a pack you buy or a free one? I seem to remember reading that you cannot sell/give away, anything you make from them, and so I have not really looked for them. I do have the bat weapon off the gamestore though.
Also, do I need to put models and such into both entities and the core/gun folders?

http://s6.bitefight.org/c.php?uid=103081
Gencheff
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Posted: 22nd Sep 2010 16:55
Of course you do.The model as an entity is the one displayed for pickup in-game.

The gamecore one is the actual HUD.Thats why in gamecore there's a guns folder where all weapons huds are stored under HUD.x for the player and VWEAP.x for the other characters.

DVader
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Posted: 22nd Sep 2010 18:10 Edited at: 22nd Sep 2010 18:16
Just checking, as I can fudge other things such as sound effects that way, although I am trying to put them in the correct places eventually. Just work off the one folder first, then copy to relevant folder later and change fpe etc.
One other semi related question, how do I make a link for the video's I post? I have tried several things but none seem to work on here. My html is somewhat non existent lol.
Edit Oh one question I meant to ask but forgot, Is it possible to move dynamic objects (lights) around? For instance I used one to give a glow effect when the saber is switched on, but will only work with the light placed next to it in the editor. I can see no commands in the manual to move a light, as I would want it to move with the object's position.
Downloading fragmotion to see whats what.

http://s6.bitefight.org/c.php?uid=103081
Gencheff
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Posted: 22nd Sep 2010 18:24
You mean when you move the saber,the light stays in one place retarded?

If so,I think one of the mods had commands for light movement.Not sure if it was Project Blue or some other mod.

DVader
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Posted: 22nd Sep 2010 18:37 Edited at: 22nd Sep 2010 18:38
Retarded? That a typo or an insult? lol. That is exactly what I mean, I was looking for some commands to write a script for it to follow the saber if possible(or at least the player). I haven't looked into any mods yet except RGP mod, and that I am leaving until I can feel confident with using the basic engine first.
Odd they would not put light movement options in the script as it is a basic command in DB Pro. I guessed a mod may be the only way to go for now but was hoping there may be a way I had missed. Perhaps a shader effect could fake it? Or possibly just change the colour of the light that already seems to follow the player around(unless that's my imagination)?

http://s6.bitefight.org/c.php?uid=103081
Gencheff
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Posted: 22nd Sep 2010 18:39 Edited at: 22nd Sep 2010 18:40
Actually not a typo or an insult.I was refering to the light staying in one place and the model moving looks retarded.



But you should e-mail BlackFox for a copy of RPG Mod.It works with 1.17 and 1.18beta and has A LOT of commands that you'll find useful.

It's not that complicated.If you have any questions about it,ask and I'll help to the best of my knowledge

DVader
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Posted: 22nd Sep 2010 18:57
Oh I have already done that, installed and tested lol. Crashed on a game I am working on at the mo, so reverted back to standard for now until I need the extra features. I am not sure exactly yet what can be achieved using standard scripts as opposed to RPG mod. For instance is it easier to use rpg mod to have search-able objects than standard scripts, or is it just more configurable?

http://s6.bitefight.org/c.php?uid=103081
Bootlicker
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Posted: 22nd Sep 2010 19:00
I like to rig...


Gencheff
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Posted: 22nd Sep 2010 19:04
Everything is easier with RPG Mod.

The stock commands are basic and wont give you freedom if you want to create an interesting and unique game.You can do this in the stock,but it would be minimal and wouldn't really look very appealing.

With RPG Mod you can define variables , which as of now is something the stock engine needs.It has a variable system , but it's so basic it hurts.

RPG Mod allows you to have inventories,and another cool feature I saw was the ability to write to and read files.Save guns,ranks,etc.

So basically RPG Mod is the way to go,if you don't feel like paying 28$ for Project Blue.

DVader
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Posted: 22nd Sep 2010 19:12 Edited at: 22nd Sep 2010 19:25
Yes the inventory options are a feature that caught my eye, fairly standard in an adventure game. Bootlicker, are you offering to rig it? lol. I can send you the model if you want to try it. It is still work in progress and a little ropey still for my liking though.
Just to keep it interesting heres a pic of a few computer items I have cooked up so far. The keyboard at the end flashes nicely, and was a surprise effect when playing with the shaders lol.


http://s6.bitefight.org/c.php?uid=103081

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