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Scripting Forum / Sculpt Bridge, Platform, Ladder so on
« Last post by SickAlice on October 15, 2021, 05:14:28 AM »
What it says on the tin. This has bothered me for years and I'm not a good coder but maybe someone else will figure it out. So there's some common comic book superhero powers and abilities absent in our games and one is the ability to create platforms, bridges, ladders and so on. Add after to control them specifically but put that on the side for now. So for example Invisible Woman makes whatever and characters can walk on it. Iceman makes an ice bridge characters can walk across. Spidey makes a net to catch falling people. Green Lantern makes a bridge across a fallen break in a concrete one to save people. And so on.

So gamewise it's point A to B then counter for distance/height. And I was stuck there but then I thought about beam FX's. Beam FX's, and again lack of code knowhow so I'm not sure if this is in the nif, the engine or partly both, but they travel from a predetermined point on a select character (Node/Bone/Biped) to a select point generally selected by the cursor be it another character, object or it's surface. So this is there right in front of me.

Now in FFX you can sculpt things with that command and toy with them in the Python script of course. So you can have your Green Lantern character and one of the options for example is to make a wall. And the wall stays around and characters interact with its bounding box. The can't pass through it but can stand on it. It has those options set in the editor.

So it should be a hop then to take it to the platform point A to B stage right? Character spawns bridge object which is set up like an FX beam. The player say clicks on one building across from the building the character that can generate this bridge beam is standing on currently. The node point would start at the characters feet to make the platform at ground level adjacent the buildings. It's set to stand on and such and like the wall has whatever scripting that makes it solid and permanent, or semi-permanent.

So that's round about the idea if anyone wants to give it a go. I think it would add a lot of flavor to the game and probably be useful for people who make missions and mods and such.

Scripting Forum / Re: spawn in a character
« Last post by SickAlice on October 15, 2021, 05:03:10 AM »
I know a summoner trick I found by accident, sort of a bug and not sure if it helps you any. So you make a map and you put the character itself in the map that will be summoned/spawned. I put it in some place where it isn't visible and the character can't go anywhere. In my test I made a tiny enclosed character sized room inside one of the walls. Then when the character summon command is issued the character will "teleport" thought the player won't actually see that happen and suddenly be in the room running about. This was a workaround I used for the character summon bug.
Film, Television, Video and Music Discussion / Re: Classic comics on TV
« Last post by Panther_Gunn on October 14, 2021, 03:21:43 AM »
Thank you Chuckles, it seems like that was exactly what I was looking for, but I don't recall it being attached to Nickelodeon at the time.  I'm not even sure when we got that channel in our line-up.  I feel like I would have remembered the channel if it was Nick, but it seemed to be on some random "local" cable channel (hence my not ever being able to remember what channel it was on, even then).

For anyone that's interested, here are the direct YouTube links for the only three Video Comic stories that seem to have been posted.  I really wish more were available.

Swamp Thing #1

Hawkman story

Sugar & Spike episode
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by SickAlice on October 14, 2021, 01:33:18 AM »
When I get a little time I'll look at it. In the meantime I was skimming something tonight, I think there's some straightforward things of interest in this link. As well I think Animkit is of high interest to you. I also noticed they covered the sound in keyframes thing you asked about. It seems limitless and has my interest peaked. I'm going to read this entire thing front to back, maybe when I finish my seamless textures for SmB.
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 13, 2021, 10:57:08 PM »
Doing some more experimenting ; Reinstalling gmax and put in the scripts for NWN1, NWN2 and nifs. Not much different than with max, except gmax can't import dae or fbx files, so I can't test the crash issue.

I'm still having the uo male mesh completely vanish during an animation. Checked the scales for all bones and they all have 0 keys. The quat keys time is all correct for all bones. Maybe SA or Windblown can provide more help.

Trying to complete the kf imports for everything in progress.
Mods / Re: Comprehensive List of Mods (11/6/12)
« Last post by lisagen on October 13, 2021, 12:00:35 PM »
Much obliged for assembling the rundown Prev. :) When you get a second, you should add Project Superpowers and TMNT to it.
Skins / Re: DJ's Den
« Last post by Tomato on October 13, 2021, 03:21:29 AM »
DJ's stuff is uploaded BTW. In case anyone was wondering when I'd get around to it.
Promotions and Site Updates / Re: HeroForce
« Last post by Tomato on October 13, 2021, 03:18:07 AM »
TY, I'll get those updated in just a second. Saw your post earlier, but was having issues with getting FR to load. DJ's page has also been updated.
Technical Issues / Re: what's the deal with powers.dat?
« Last post by oktokels on October 12, 2021, 01:06:49 AM »
Sometimes the game will create a powers.dat.bak in the data folder. This file corrupts the normal functioning of the ffx code. That's the core of this problem.
Everytime a powers.dat.bak is created, i need to delete it to have powers.dat function correctly and the new powers created too.
Requests for Skins and Meshes / Re: Possible Projects Interest
« Last post by Randomdays on October 11, 2021, 11:16:20 PM »
Windblown, you have mail.

And once again, thank you and SA for all your help.

SA, and anyone else, I've uploaded "Test pack 1.rar" to the requests folder on the mega site. It includes the broken crayfish (already fixed by windblown), the octopus, and the UO male basic. These are all beta and unfinished - they still need contact points ,bounding and selection boxes and more animations and problems fixed.

The male basic has 8 animations(so far) on it, including the ones talked about on the last page.

The male basic has a "Granny" folder in it. These are all the possible animations that could put on the mesh if I can get them converted into kfs properly - over 180!


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