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Questions and Answers 3D (read the first post before asking a question)

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Weasel:
Thanks for the welcome (and the quick reply). I solved part of the problem, the second command I used (~run debug SetCritParam x xxx x) was either spelled incorrectly or was in the wrong case(not in caps). I used the command shown in this post: http://fodev.net/forum/index.php?topic=14217.msg120580#msg120580 , but couldn't change from the leather armour(this is the armour that appeared, not the combat armour that I was expecting after reading that post). I am assuming that the sequence of 3 x's refers to the PID of the armour, meaning that for the APA it would be 348/9 is this correct? Because I tried that while using a different value for the final 'x' and saw no change other than the idle animation for the character would restart.

Luther Blissett:
If you don't have admin access yet, go to FOnlineServer.cfg in Server folder and add this at the end :

--- Code: ---Access_admin=password
--- End code ---

Then, in game :

--- Code: ---~getaccess admin password
--- End code ---

Should say "access changed".

These are the parameter adjust things
param 0 150 x (skin tone, from # Skin section of FOHuman file)
param 0 151 x (object in hand, from # Right Handle section of FOHuman file)
param 0 152 x (object in hand, from # Left Handle section of FOHuman file)
param 0 153 x (armour number, from # Body section of FOHuman file)
param 0 154 x (helmet / hat number from # Head section of FOHuman file)
param 0 155 x (clothes number, from # ArmorClothing section of FOHuman file )

The zero is probably the character ID. Not certain on that, but by default, 0 will change things on the player.
Setting x to -1 will disable the layer / set it to nothing.
Setting x to any number will apply the relevant armour / skin / clothing from the "_FOHuman.fo3d" file.

Example :
~param 0 153 6
~param 0 154 6
Power armour and helmet
~param 0 153 9
~param 0 154 9
Advanced Power Armour and helmet

Numbers are stored in here :
[...]\Client\data\art\critters\_FOHuman.fo3d

Hope that makes sense.

Weasel:
Ah, yes it does make more sense to me now. However I tried '~param 0 153 9' and '~run debug SetCritParam 0 153 9' both of which just made my character naked... I even re-downloaded the SDK and it didn't work, I think that I'll just get to know the current build for now. Thank you all for your help.

P.S. - Does the line 'Value 9 Root DisableSubset 0-1-2-3-4-5-6-7-8 Attach Armor_APA.x' have anything to do with why it may not be working? Because the Power Armour didn't work either and it has the same subsets disabled.

barter1113:
What is the progress of work on models?
When will update revision?
How can I help? My suggestions are unlikely to be taken into the game so how can I help?
What the hell are shaders? Can someone explain me what models ook like when shaders will be completed?

SmartCheetah:

--- Quote from: barter1113 on August 03, 2011, 11:00:05 am ---What is the progress of work on models?
When will update revision?
How can I help? My suggestions are unlikely to be taken into the game so how can I help?
What the hell are shaders? Can someone explain me what models ook like when shaders will be completed?

--- End quote ---
Graf or someone else made few very nice summaries, and I believe we'll get one in next few weeks after more things will come to an end.

Shaders are ummm...shaders :P In very easy words: Programs which enable us to use lighting/shadow/mirror/shine effects on our models. All in all it makes everything to look a lot better(And with use of those, we can easily make lighting effects from minigun/flamethrower and stuff like that on character/enviroment)
http://www.youtube.com/watch?v=nvIpyEXjdYU
Here you have nice comparison how much they could change.

Or have you played The Elder Scrolls III: Morrowind? Just look what people have done to it with use of improved models/textures/sounds/grass and shaders:
http://www.youtube.com/watch?v=-RM28MfDH5w

That should give you general idea what shaders are used for.

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