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  First original animated MDL successfully made!
Posted by: HwitVlf - 2011-03-03, 06:49 AM - Forum: SOM Guides, FAQ and Help - Replies (7)

The model's nothing worth using, but it's small step forward for x2mdl's proof of concept and one giant step forward for SoM's ability!

See the post on Mick's forum here for the details or see "reply 21" to download the model.
It's a chest type object with identical animations for 'open' and 'close'.
https://www.swordofmoonlight.net/bbs2/index.php?topic=12.0

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  An 'elevation' triggered event in SoM?
Posted by: HwitVlf - 2011-03-03, 05:11 AM - Forum: SOM Guides, FAQ and Help - Replies (16)

People probably know that all event triggers in SoM go all the way up and down (on the Y axis) which makes a lot of scenarios hard to pull off. I just noticed one way SoM does sense the players Y-axis elevation that could be used in an event: 'pit trap' type Pieces trigger damage and a red screen flash when the player drops below ground level (ie into the pit).

This could be used to trigger falling to death scenarios or even (with a bit of work) variable damage based on how far the player falls.

Fall to death Example:
Event1 (Triggers when player walks off cliff)
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Set Player's HP in counter0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Activate Event2'

Event2(Always on) = 'Set Player HP in counter1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "IF" counter0 is > counter1 [triggers when damaged by pit trap]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ Change HP -999
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "END IF"


Variable Damage fall scenario:
Event1 (Triggers when player walks off cliff)
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ "Begin Timer0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Set Player's HP in counter0'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 'Activate Event2'

Event2(Always on) = Set Player's HP in counter1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ''Set Timer0's value in counter2'
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "IF" HP in counter0 is > HP in counter1 [triggers when damaged by pit trap]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "Decrease counter1 by Counter2's value [reduces HP based on fall time]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Set Player HP to counter1's value
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Move Object [raise invisible floor Object to stop pit trap's damage]
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Disable Event2
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  "END IF"

Pit trap Piece's don't seem to do much damage, but you can amplify their damage with an event similar to the 'fall scenarios' so they could be used for lava Pieces, or underwater air-deprivation damage also.
Might be worth the effort if it's important to the game. It's the only possible Y axis trigger I know of. :)

Edit: Made a demo showing the 'fall to death' trigger setup. It's attached.
‎  ‎ 



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.zip   Pit-Trap Damage Trigger Demo.zip (Size: 19.41 KB / Downloads: 156)
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  Kings field item remakes for SoM
Posted by: Verdite - 2011-03-01, 02:49 PM - Forum: King's Field Series - Replies (4)

Here is my latest model of the Dark Slayer from kings field 2.

Download Darkslayer

[Image: darkslayer~0.jpeg]

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  Looking for info on PRF/CP file info for animated models . . .
Posted by: HwitVlf - 2011-03-01, 03:48 AM - Forum: General Discussion - Replies (7)

I'm trying to get the MDL importer tools to work and I've gotten an animated x file to convert to MDL and retain its animation, but SoM can't seem to access the animation in-game. I'm trying to figure out why.

I know Madison has done a lot of work on MDL CP/PRF files and I wonder if he or anyone has a breakdown on what locations in the files control. Anything like '$0e-0f control speed' would save me a lot of time. :)


Moved here

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  Next Xbox360 game soon to be available...Fortresscraft
Posted by: dmpdesign - 2011-02-28, 04:24 PM - Forum: General Discussion - Replies (3)

Hi gang, just an update, I have been working on this game doing the textures for ProjectorGames, the guys that I made Steam Heroes with ( I am much less involved with this game however).

If anyone is a minecraft fan and has an xbox, be sure to check it out, will be available before the end of March.

www.fortresscraft.com

You can also check youtube for fortresscraft and see tons of videos on it already.

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  Lamps?
Posted by: Verdite - 2011-02-24, 03:31 AM - Forum: General Discussion - Replies (7)

Can a kind chap please tell me which objects are 'lamps' and do i need something vital to switch them on?

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  Problems with the Aquarion boots
Posted by: scott - 2011-02-18, 07:04 PM - Forum: Dark Destiny - Replies (1)

I've been trying to use the Aquarion boots item near the writing and even so close to the water I sometimes fall in. Evey time I use them nothing happens. Am I missing something or is there something I need to do 1st?

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  Help Me :)
Posted by: Madison Lastrega - 2011-02-14, 10:38 AM - Forum: General Discussion - Replies (13)

Hey Todd, could you please post your event of your watermill wheel? ‎  I need the numbers 'cause my dang windmill sail and the grinder unit contained there in, don't want to move right......I have tried a 4 event setup and a 6 event setup and I still get a good movement then it stops goes real slow, then speeds up then repeat? I am sure it something small in my set up take a look........... (ALWAYS ON EVENT) ‎  WIND SAIL > (leaf1) "move object" I set the sail to move a speed of 75, I set the first rotation of the x axis to 180 (leaf2) "control active leaf" Move to next leaf....... (leaf3) "move Object" ‎  I still use the same speed of 75 and this time I set the x axis to 360.... (leaf4) "control active leaf" Move to leaf 0...... So why the stupid pattern, in therory that should be a continuos rotation right? I then made one the exact same but with another "move object" leaf with the third rotition of the x axis set to zero for a total of 6 leafs still no dice..........anyway your water wheel moved steadily and did not suffer from that issue , so could you post your numbers so I can put this silly windmill in the demo with full rotation of the innerds:) thanks Bro........... Also this information will help anyone else who wants simular parts in thier stuff......Thanks in advance:)...................ML ‎  PS sorry if my event seems confusing I hope you get what I mean:)



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  SOM round 2
Posted by: scott - 2011-02-09, 05:50 PM - Forum: General Discussion - Replies (7)

I think I'd like to try this again but before I do I've got a few questions:

1. Would it be possible to add a new damage type? I'd like it better if there was a Dark damage type and change Holy to Light. With only Holy it makes the game 1 sided. I personally like game where you can choose your own path, not be only evil or only good. A Dark damage type would help with this.

2. Would it at all be possible to make spells so they can be equipped like weapons? Example: you would need to equip a book or scroll to use a spell.
this would allow you to be able to find and buy/sell spells. In my opinion it would make the game a little more unique.

3. Is there a way to change the HP/MP bar and compass?


That all the questions I've got....for now

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  Screenshots *spoilers*
Posted by: Verdite - 2011-02-06, 12:12 AM - Forum: Dark Destiny - No Replies

Biggrin



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