2011-09-10, 12:17 PM
Let me know if you need help.
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Noob wanting to make a game
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2011-09-12, 08:30 PM
always.. infact i making a few doors now and was wondering what i need for making them open.. is that where scripts come into play in mesq or do i need a diff program all together? for now its just a simple up and down door like the ones in the som version.. big marble doors fer my temple smiles giggling ohh this is soo much fun...
also im making walls and was wondering if i should use the same collision data as the other temple walls.. i think i made them about the same or close as far as the wall itsefl it takes up about half the square on the map and the other half is of course empty space and then the floor tiles with the ceiling still uses the same collision data right? cause its not likely im gonna hit the ceiling ever
2011-09-14, 12:17 AM
Doors are one of the most complicated types of animated models to make in SoM because their collision shape movement is much more 'precise' than anything else in SoM.
You'll need: The Keynote plugin for metasequoia to animate your door. If you don't have a registered copy of Meta (needed for keynote), you can send the door to me and I'll try to get it animated. You'll have to know a little about how to set up bones for an animated model; I made an animated door sample (attached) that might help a little. A copy of x2mdl to convert keynote model to SoM's animated MDL format. Then borrow a CP file and PRF file from an existing door that moves identically to your new door. You'll have to hex-edit the PRF to match the name of your new model.
2011-09-15, 06:30 AM
i gto 5 or 6 doors that do the same thing essencially should i send them all or just one and copythe script over or something?
2011-09-15, 12:30 PM
So i'm assuming you've animated the door and saved it as a .x with animation right?
If not, you wont have an animated door file. If you have, and you want more doors, save them all individually as you did your original door with different names, because each model and its textures will no doubt variate from the first.
2011-09-16, 01:53 AM
I was thinking he didn't necessarily have a registered copy of Meta so couldn't use the Keynote plugin?
If all 5 or 6 of the doors have the same shape and UV setup, I would just need the MQO and texture for one of them- then I'll send you the animated X file and you can easily swap in the textures for your other doors. You can email me at weissvulfATyahoo.com or attach as you like.
2011-09-16, 05:29 AM
ok heres the base door and yes as far as i know my mesq is an unregistered version
Here's the animated file with directions. If you have problems, let us know.
Note that the custom doors may look misaligned when you place them on a map but they should look normal ingame. That's because the person who made x2mdl (the animated model converter tool) set the 'default pose' be with all the model parts scrunched to XYZ=0 instead of in their actual positions. On a related note, I just realized x2mdl shrinks models a little when they're converted. It shouldn't matter for enemies and such, but something like a hidden door that has to be a precise size will be very hard to pull off.
2011-09-17, 01:45 AM
Hmm it may be possible to simple scale up by 0.1 in the editor to get the right size. Actually i didnt realise the size reduction... I wonder how much it is reduced by - if we knew that we could simply scale up (proportionally) by that number.
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