FOnline Development > 3D Development
How to make 3D characters work
Wipe:
Just a small note - pids between 1000 and 1100 are "default items", which are used by engine in case when char have nothing in given slot. So pid == 0 || (pid >= 1000 && pid <=1100) is nothing else than checking if given pid is "real" item.
Karpov:
--- Quote from: Wipe on September 13, 2013, 07:41:35 pm ---Just a small note - pids between 1000 and 1100 are "default items", which are used by engine in case when char have nothing in given slot. So pid == 0 || (pid >= 1000 && pid <=1100) is nothing else than checking if given pid is "real" item.
--- End quote ---
Thanks Wipe. I obviously don't understand a single thing about programming ;D some times I wonder how I got most of this working...
I guess this new forum is going to be really helpful for developers, and maybe I'll learn something myself.
Graf:
I've been testing things lately, and so I got a few questions related to the animations mostly:
1. During melting animation, I think, there should be a skeleton visible, but I can't see one.
2. Cut in a half animation doesn't seem to work with armors. Some of vertexes seem to remain connected, which causes a glitch of some kind.
2. Do they (special animations) only work via _Fohuman_death file? There is an issue, that these animations could be only activated, when critter 293 (or equal female - 296) are picked at registration, or activated via debug command. But it's quite easy to see the seams, which are where the model is cut for special animations. Is it possible to replace critter only at even of special animation?
4. I'm not sure if I got shaders activated. I've completed the described steps, but, Tesla Armor, for example, doesn't have electricity moving from one spike to another. It's rather frozen.
5. Having the shaders not activated (I think), causes a bit darker models. Not so much of an issue, but still. By the way, what does "EffDef Floats Specular_Power x.x" command do?
Other than that, everything works smoothly, and I'm really, I mean really grateful to Karpov and others, who had participated in this project.
Karpov:
1. skeleton and gore are active only if Layer 11 is set to 101 (param 161 in game). This is the same layer that the "living" character uses as muzzleflash, but since death people don't usually fire weapons, I used it as gore layer in the special death character.
2. They only work with the death character, and the death armors need to be set inside the fohuman_death.fo3d. I have uploaded a few armors with the suffix _death, use these inside fohuman_death instead, in case I missed that.
3. the script for this is client_main. There is a section that defines some of the actions in the game. Look for ACTION_DEAD: . There, if you replace the code with the one I wrote in the first post, the character should switch bodies when he dies. Note that you need also the other line inside debug.fos.
This way is not the best, but it works pretty good, and it's the only way I found.
4.For shaders, you need the effect files in the folder effects, and a new line inside IOstructures. Animation has nothing to do with the shaders, it's not working because its using the old animation values inside the eff_tesla.fo3d and specially because I need to re export everything that is animated, like I did with muzzles and deathgore. Sometimes it works if you reexport with fragmotion, somtimes it does not.
5. Yes, if the shaders are not working, the model looks kinda flat. That command sets the glossiness. Higher level will result in a more polished surface, like carpaint, while lower values gives a more opaque shade, like old metal, or rubber. The amount of specularity is set by the texture 2. If you paint the shoulder pads section white, and the rest black, the armor will look opaque but the shoulderpads shiny.
All that is working for me, so If you need any more help, just ask. The animation can be fixed. I made a test with animating sprites, and created a blood squirt, you can see it in the video. That was just a test, because the animations were not working and it was driving me crazy, so I made one from scratch to find out what the problem was.
Valkirie:
Working on my own Fallout online server with a lot of 3D stuff, french translation and recent mmorpg mechanisms.
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