where shoul I put this fog into the xml and what should I write :/
and the sound format would be .wav files ?
Printable View
Around the player:
<FOG min="" max="">
<R>255</R>
<G>255</G>
<B>255</B>
</FOG>
Global Map Fog:
<GLOBAL>
<fog_enable>TRUE</fog_enable>
<fog_min></fog_min>
<fog_max></fog_max>
<fog_color>000,000,000</fog_color>
</GLOBAL>
And no ... did you ever even worked with sounds on materials?!
Add _mt_con for a stone sound to your material name.
The list goes on for the noises a material gives off.
Hi there, emmm did someone know how to fix this? I already tried diferent ways to fix it but none of them works.
what I did was creating this simple map but when i export it to gunz my character goind falling down under the ground i dunno what I'm doing wrong.
Someone can help me?
http://puu.sh/2Itxm.png
in game:
http://puu.sh/2ItEo.jpg
what i did was to create a box and call him hide_box and inside it , I create a dummy. maybe I need to rename my objets to pass_ (?)
Does that hide_ object have a texture?
No.
Hide isnt drawn.
Maiet had assignd a hide material to some maps's collisions for visual reasons while still working on the map.
doesnt have texture, but why my character falls down?
Because your collision mesh is either is bad.
got a problem with lightmapping, my shadows arent generated completely.
http://puu.sh/2PyKY.jpg
it ignores the untextured side of a plane and the light just shines thru it, illumating everything that should be covered in shadow.
i tried adding twosided in the XMLS, didn't help. any ideas how to fix this? D:
Twosided doesnt do jack shit with worldedit.
There needs to be a face/polygon blocking off the light.
If you look at maiets maps you should notice they left some polygons that would otherwise be useless but still there.
They are used for correct shadows, blocking off the light.
Just click the edge and extrude it down, doesnt need a uv map or anything.
wow, that was fast. yeah, i was thinking about doing that too but i wanted to be sure that there wasn't any other option to fix this. thanks!
No problem, its the only way.
one more question @_@. how to make water have reflections and splashing effect? o-o
oh, i had it working before but forgot to tick reflection map in options lol
i'm still having 2 problems tho : my water slightly shifted when in-game, it's positioned correctly in 3ds tho. and i'm getting these weird UV errors for some reason, theyre mapped properly in the 3ds viewport too
http://puu.sh/347Wm.jpg
http://puu.sh/347Xg.jpg
Thats due to the hard coded water animation.
The reason why your relfection is stretched/distorted so much is due to you not having split your mesh nicely.
Look at maiets water mesh, how its devided.
Basically the reflecten is stretched over the tris, if you only have big tris, then your reflection will be shitty just like the one you have there.
i got some vertex buffer crash when i subdivided again ;o
Hey guys, I want to start develp maps, but I want to know if there are name to assign any obj.
or it's ok if I choose randomdly?
Only objects that need specific names are skybox and water, besides that, whatever you name it works just fine.
Offtopic: On your website you may want to implement usage of SketchFab. It allows users to see the object in 3D with OpenGL (can be used on all major browsers) and if that is incompatible with their system, it simply prints an image from whatever angle you want. *shrug* It may allow you to sell more.
Too much information I got on this thread will make my brain upgrade into i8 ....
While my thread in the tutorials section went sank to the bottom of the ocean and it being outdated information, partly atleast.
It still holds most information needed to figure out how to get a map working.
thanks for the tip wucas.
I think I started to understand how collision works. Hopefully can make a map without many bugs.
Then will want to add "material sound"(?) dont know the name, then some lightmaps and finally the fog. ( actually never tried theese things before so wish me luck )
http://puu.sh/4hrkC.jpg
hopefull at end will looks like a ghost town.
http://puu.sh/4hsif.jpg
http://puu.sh/4hsIv.jpg
the ground and the sky added randomdly, I'll change them later.
I have a doubt about doing map login. I mean how camera animation works. or what files should I check out.
I want to make camera animation for login, really appreciate any help. Thanks
edit:
ps: Already found information, i gonna tryout.
http://forum.ragezone.com/f497/make-...in-map-485217/
Ok nothin happen, everything it's completly dark, any ideas (?) how to do it correctly (?)
What I did was editi xml spawn_solo 101 and camera pos 1 and 2.( position manually)
PS: before do it I test my map and it works fine. So i dont know why its completly dark.
http://puu.sh/4p0Ki.png
oh hi there
i was playing around with vertex painting and I dont know why this happen, tried many thing but none of them works, so anyone has and idea why this happen:
http://puu.sh/4SowB.jpg
why the coat in character viewer is too short than the original.(?)
Reset the scale of the object in the heirarchy tab. If the object is not 100% scaled it causes weird errors with softbodies
Any idea how to make invicible wall,?
I already tried name it hide_ but it doesnt work.
http://puu.sh/568si.jpg
or there are any other solution to put boundaries at the top, so user cant go through it?
when i export with the hide_ my character walks in that plane instead of the ground.
this is what i got in my scene
http://puu.sh/56b2j.jpg
im not completely understanding. You should be able to change position of spawns by dummies, and if you are having problems with player clip being touchy, make more elements (one element for the ceiling and one for he floor). Honestly though, I have never had a single problem with collisions, at least when the dummies are in the right place.
so weird but thanks anyways, going to keep trying till it works.
btw about flag, I need to do entire animation from scratch, right (?)
._.
anyway, already fix it, i just build a roof instead of hide_ object.
sorry if this is a necrobump, but since this is a good Q&A it's better to keep things close to eachother. Is there any way to animate the sun_ dummy? (like a day and night cycle) also my flag doesn't seem to show up. I named it exactly the same as in the flag.xml from mansion, then I saw in the rs.xml that there is a dummy and a elu with the same name. my brain explodes. so I put a dummy on the same spot of the plane that suposed to work as a flag but I dont get any result '-'. I also read that Hellsniper doesn't want to give out things on a silver platter, but I have tried my best. I am not a coder nor I model proffesionaly. I am an amature that does this for a hobby and all I care about is results.Ofcourse figuring out yourself is a better learning curve, but face it....GunZ is a dieing game and it's hard to find motivated developers that can do everything nescesary to create a goodlooking items. So can I get a clear answer instead of hints? or is that illegal...all I need to know is how to make a flag and im just curious if that lensflare can be animated. Thanks.
The sun dummy is used for dynamic lighting, faking standing in the shadows or not.
The lighting is baked and not dynamic, no day/night cycling is possible, unless you want to make the game cycle through various bitmaps which would cause bloated filesize of the map itself and possible frame drops.
Theres a dummy for flags because thats how maiets exporter handles objects.
Every object will be saved/mentioned in the object and dummy list even though for the most part the dummy list entries arent doing anything at all.
Make sure your mesh is textured and has appropiate vertex painting for the softbodies.
well I was going to duplicate the mesh into several elus and make it darker (as for the skybox varieing) through the visibility track. (not going to animate the shadows) its going to be a small map really. it'll probably lag, but its going to be just a map to chill out and talk around a campfire :3 so I guess the lensflare can't be animated? it's just a minor detail that would look pretty over day going from west to east.... or the other way. going to focus a bit on vertex painting now
Even then, duplicating the whole map for the sake of that will actualy cause quite some lag.
You cant animate the lensflare, you could fake the lensflare and use view alignment as the lensflare does anyways, wont turn out the same way though.
Besides the fact that you will be having to deal with zfights from basically any distance but up close.
ive been trying to export a set but everytime i drag it into the character viewer, it crashes. im using 3ds 2013, 64 bit with SecretOfThePast's new exporter. its been a while since i made anything so i just winged it and now im not sure if i made any mistakes or if its the plugin doesnt work correctly, and i dont have the 2010 version to check. here's the file : http://puu.sh/6yful/e126a3dae0.7z , i included the elu, .max for 2010 and .max for 2013.
i'll also post in SOTP's release just in case the exporter is buggy and needs fixing.
Its chris's / sotp's exporter.
Also, you have unassigned vertices.
The exporter writes the mesh wrong or corrupts it, either way.
right, that was going to be my next question. do vertexpainted parts need to be rigged? i wasn't sure, i thought it would conflict with eachother
can i just assign the vertices on the coat to bip01?
Yes, you assign them to a bone that wouldnt move otherwise (bip01,spine1).
However, your result with that mesh & softbodies may not be what you are looking for.
what do you mean? normally i wouldve tested it out myself but i dont have the tools to do so atm. are you referring to the amount of loops i have in the coat?
Nah, the rigging part.
I guess you could attach them at the legs ...
Youll find out as soon as you pop it in mcv.
im not really in a hurry, so i'll see what happens when SOTP has time to fix the exporter. dont really feel like installing 3ds 2010 just to export this one set
thanks for your help, really appreciated
so i got this weird problem where my collision wont get compiled:
so, it does recognize the collision 'hide_00', but when constructing the collision it says 0 source polygons.Code:Starting BSP Export...
object pass_ceiling : pass_ceiling: 8 ver / 3 face
object pass_chandelier : pass_chandelier: 192 ver / 156 face
object pass_fence : pass_fence: 2028 ver / 1280 face
object pass_fireposts : pass_fireposts: 242 ver / 176 face
object pass_floorlower : pass_floorlower: 4 ver / 1 face
object pass_floorupper : pass_floorupper: 22 ver / 14 face
object pass_floortrimlower : pass_floortrimlower: 16 ver / 4 face
object pass_floortrimupper : pass_floortrimupper: 28 ver / 14 face
object pass_pillars : pass_pillars: 4864 ver / 2494 face
object pass_walls : pass_walls: 44 ver / 18 face
object pass_walltrim : pass_walltrim: 44 ver / 18 face
object hnav_npc : hnav_npc: 34 ver / 24 face
NaviMesh: 34 ver / 40 face
object hide_00 : hide_00: 140 ver / 150 face
RSBsp Info : 4178 faces
Scene Dimension ( 3080.7 3457.4 1485.4 )
Saving Source Data.
CSG union - 0 objects
0 faces eliminated. (solid)
0 source polygons remain
optimized 0 polygons remain
Generating Convex polygons...
Optimize Polygon 4178 -> 4099
Constructing Collision BspTree. ( 0 source polygons )
Collision Bsp Info : total 0 faces splitted 0 leaf nodes 1 nodes 12 polygons
Constructing OcTree. ( 4099 source polygons )
Octree Info : total 553 faces splitted 16 leaf nodes 31 nodes 4652 polygons
Constructing BspTree. ( 4099 source polygons )
RSBsp Info : total 9589 faces splitted 6996 leaf nodes 13991 nodes 13688 polygons
Constructing Bsp Bounding Volumes.
i'm pretty sure my mesh is fine: http://puu.sh/g2eT8/5b1a61f702.obj
EDIT : apparently i had to assign a material to it for it to work '-'