FOnline Development > 3D Development

[TUTORIAL] Importing models for Items/Weapons into the game.

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Haraldx:
Good news, I figured out the problem... Well, almost. I have no idea why did that happen, but I copied the code from a previous item that was working and just rewrote everything that needed changes (like the file names). And now it works! Don't ask why, it just does!

EDIT:


--- Code: --- Value 308 Attach MISC_Super_Tool_Kit.x Texture 0 ITEM_Super_Tool_Kit.bmp Link R_Handle_1 Scale 50
 Value 428 Attach MISC_Medical_Supplies.x Texture 0 ITEM_Medical_Supplies.tga Link R_Handle_1 RotY 80 Scale 1.25
 Value 408 Attach MISC_Field_Medic_Kit.x Texture 0 ITEM_Field_Medic_Kit.jpg Link R_Handle_1 RotY 15 MoveZ -1 MoveY -2 MoveX -0.2
 Value 126 Attach MISC_V13_Flask.x Texture 0 ITEM_V13_Flask.png Link R_Handle_1 Scale 0.25 RotY 90 MoveX 1.2
 Value 124 Attach MISC_Beer.x Texture 0 ITEM_Beer.bmp Link R_Handle_1 Scale 2.37
 Value 116 Attach WP_ripper.x Texture 0 ITEM_ripper.bmp Link R_Handle_1 scale 2 RotY -90 MoveZ -0.5 MoveX 1.5
--- End code ---

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Luther Blissett:
Given the amount of larger objects which are clipping through the leg, is it worth adding an extra idle/walk/run with a slightly repositioned arm? Would be very easy to adjust the animation, but I'm not sure how the object>animation bit is linked (i.e. currently a rifle is held differently from a knife, there must be some way for a "large box" holding position to be added).

I'm not sure where it's defined, but I'd imagine it possible to add an "N" set of animations

--- Code: ---Unarmed,  Knife, [other stuff], Rocket Launcher, Large misc
   A        D       EFGHIJKL          M             N     
--- End code ---

I'd imagine you'd add stuff in the fopro files, like knife has "Weapon.Anim1=4" (4 referring to D?) and club has "Weapon.Anim1=5" (5 referring to E?), but first you'd need to define an "N" somewhere (though it looks like "N" is taken by an "aim" animation section that we've not used).

I'd say it's probably low priority at the moment, compared to just sticking things on an angle, but if anyone knows the scripts well enough to find where this stuff goes, would be very useful in future if adding extra weapon classes, or for carrying boxes of ore etc.

Anyway, excellent work you guys :)

Haraldx:
Hear ye, hear ye,  ye scurvy landlubbin' roleplayers! Now ye can drink ma' rum! All this fine 'n' dandy 3D technology!



--- Code: --- Value 125 Attach MISC_Booze.x Texture 0 ITEM_Booze.png Link R_Handle_1 Scale 2.37 MoveX 1 MoveZ 0.55
 Value 310 Attach MISC_Gamma_Gulp.x Texture 0 ITEM_Gamma_Gulp.png Link R_Handle_1 Scale 2.43 MoveX 1.5 MoveZ 0.5 RotY 90
 Value 311 Attach MISC_Roentgen_Rum.x Texture 0 ITEM_Roentgen_Rum.png Link R_Handle_1 Scale 0.6 MoveX 2 MoveZ -0.75
 Value 469 Attach MISC_Rot_Gut.x Texture 0 ITEM_Rot_Gut.png Link R_Handle_1 Scale 2.28 MoveX 1.5 MoveZ 1
 Value 106 Attach MISC_Nuka_Cola.x Texture 0 ITEM_Nuka_Cola.png Link R_Handle_1 Scale 18 MoveX 2 MoveZ 1

--- End code ---

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Cyber Jesus:
Keep up the good work, maybe we can get 3D working next session

Karpov:
Luther: You are right there are in fact more animation sets

# None, Empty, KO/Dead, KO Rise, Knife, Club, Hammer, Spear, Pistol, Uzi, Shootgun, Rifle, Minigun, Rocket Launcher, Aim, None, Sniper, Wakizashi, Rip, Unused
#  _      A       B        C       D     E      F       G      H      I      J        K       L           M           N    O      P         Q       R     ST

There is Aim, which I don't understand. There's None, that seems to be using the letter O somehow. I succesfully used the one for the Wakizashi on the letter Q. There seem to be an extra set for Sniper and another for Ripper. I wonder if S and T can be used as well.

I changed Weapon.Anim1= instead of Weapon.Anim2_0= which gave no result. The first one on 17 worked just fine, but only with 3d characters. Sprites would stay locked in idle position when the item was active. That's the only problem.

Good work with the items Haraldx

PS: if anyone wants to re do or re-texture the leather jacket I'm totally ok with that. It was the first armor I made, and I was not actually trying to make it look like the sprite.

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