Object lights is all im gona say.
Of which you dont even use at your lamps @ wuci.
Lensflare -> a dummy with the name "sun_dummy".
Dynamic lights -> a omni with a obj_ prefix.
Object lights is all im gona say.
Of which you dont even use at your lamps @ wuci.
Lensflare -> a dummy with the name "sun_dummy".
Dynamic lights -> a omni with a obj_ prefix.
Hello friends ragezone.
I wish I knew how to do character animation in Gunz.
1 - Is it done with bones or biped?
2 - What name should Leave?
3 - How many frames?
Thanks in advance.
1. A biped is a structure of bones, so they are both the same thing. Using a biped is ideal just for the fact they are already named correctly, are already structured, and some other features.
2. Import a set and look at what they named their bones, there are too many to type here.
3. There are 30 frames per second, so however long your animation is in seconds, multiply it by 30.
Anyone know how to put animation to the cloth into the .elu? I mean, I saw some coats that has their own animation separately from the .ani
But how it's works, should put extra bones to the biped and animate it? or when is exporterd?
You mean softbodies.
They work via usage of vertex painting.
For instance this one, http://puu.sh/2lz1v , how vertex painting can do that, i cant figure out
Softbodies only work on Chest pieces, put a vertex paint modifier on your mesh.
Red = Stiff/Not affected by anything, Green = Char affected, Blue = Wind affected.
Then simply export it.
(Correct me on the colors wucas).
Still doesnt work , i did what you said, but i think im doing wrong(?)
this what I'm doing, can you tell me what i'm doing wrong?
I was trayin ths this colors but any results
Heres what you do.
You put a vertex paint modifier on your mesh.
Go into the vertex paint modifier, select all verts and fill them with red.
Next, you select the lowest few verts and fill them with blue (turquoise).
Select a fiew verts abouve and fill them with green.
Select all verts and hit blur all a bit, to get some smoother transitions.
Done.
RGB values:
Red 255/000/000
Green 000/255/000
Blue 000/255/255
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I did what you say but when I tried to open the .elu con character viewer it gets crashed :/
I tried disable the vertexPaint and it works fine.
oh know it works , thats so weird
Thanks you guys
Have another cuestion about sets, it's possible to add extra bones to the biped or gunz engine doesnt reconize the extras (?)
Oh , you right I need to make all the animation aww
btw, how can i make the water effect? like ocean or river?
Bigger water areas should never use reflection.
Big water mesh (sea,ocean etc.) -> obj_sea_#
Small water mesh (ponds,well,sewer etc.) -> obj_water_#
You mean i just can put a plane and name it .obj_water_ and it creates the texture and animation by his own? Also , need to be a closed area?
btw I gonna try it now
obj_sea_# doesnt have any animations associated to it.
obj_water_# loads the hardcoded wave animation and also calls the reflection function.
No, it does not create the texture for you, its a model, you have to assign a material to it on your own.
Make sure to subdivide your plane well, otherwise your reflections will be distorted.
Ok, finally it works properly but the animation and reflection didnt load, also i the sound need to be add on code? or when i exported it?
btw, some mist how can be added to the map? like castle o catacombs
thanks for replaying it was really helpful
The "mist" is fog, look at the xmls to put fog on your map.
All sounds are material based.
Duplicate your material and assign the water sound to it.