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2 more questions. Rays of Light and animations


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#1
BlindHamster

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If I want an NPC to be animated in a certain way (a chanter looking like he's chanting ala the ones in chantries) how do I do it?

also, how do I create the rays of light that are in a lot of areas in game?

one more thing, initial animation for a PC when they enter the module... currently before moving the PC looks like they are doing a star jump :P

thanks in advance

#2
BlindHamster

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no ideas on either?

#3
Languard

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A) I would assume that's either set in the creatures properties or if not, set by script. If you don't see any options in the area editor for setting default animations then ask around in the script forum.

B) The rays of light are a model. Which ones I don't know, but I clearly remember a BioWare employee mentioning this in an older thread.

C) No clue :)

#4
BryanDerksen

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A) check out http://social.biowar...bient_behaviour, I suspect that's the system you'll want to tinker with for that.



B) I was probably the guy that mentioned light ray models. I'm not a level artist so I don't know the model names offhand either, but I'm pretty sure that's how it's done.



C) not really sure either, but I _think_ the star-jump pose doesn't happen if the player object has had any other animation done to him before the game proper starts - eg, in an introductory cutscene. There might be other ways to work around this but I seem to recall that working for me when I put together the demo module.

#5
BlindHamster

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thanks Bryan, having a play about with the things mentioned in A :)



hmm I found some files that are called probe or something similar, didnt have any images appear on screen, odd, perhaps they'd show in game however. Much like the trees that only appear in game.



thanks again both

#6
BlindHamster

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hmmmm looking at the list of ambient animations, the one I hoped it was (praying) doesnt do the standing with one hand forward... it does a kneeling down praying (also useful) anyone have any idea on where I might find said animation?

nevermind, realised I just wasnt seeing 90 of the anims!

Modifié par BlindHamster, 26 novembre 2009 - 07:26 .


#7
Qutayba

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I think the rays of light are found under visual effects or possibly even placeables. I've been able to place them in a level (as opposed to an area), and they still seem to animate in game. I've added some static light sources to those to add some realism.

#8
Poubo

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ah i cant find the ray of light anywhere...! its really hard to make a chapel without light shining through windows... :(

#9
Darkflow

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Poubo: you can find sun- and moonbeams (which should work fine for that purpose) in the level editor. Here's a step-by step:



1: Open your level. :)



2: Click on the [Model] section in your [Palette window]. It's the one that looks like a blue box.



3: Now scroll down to and open a section called "fxe". This is where environmental special effects are. Now, search a subsection in fxe called either "sunbeam" or "moonbm". The first holds sun-like rays, the other for the moon. It's up to you.



4: Place the model you want. In the sunbeam-subsection, there is a model called fxe_sunbeam_s_p. That one might look good as a chapel light ray, but it's completely up to you. Note that the actual effect is often slightly displaced, often above where you place the model itself.





One last note: visual effects do not always show up correctly in level editor, so don't fall into despair if they aren't visible there, even if you have constant render window refreshing enabled. They should work just fine in game. Good luck!

#10
Poubo

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Darkflow wrote...

Poubo: you can find sun- and moonbeams (which should work fine for that purpose) in the level editor. Here's a step-by step:

1: Open your level. :)

2: Click on the [Model] section in your [Palette window]. It's the one that looks like a blue box.

3: Now scroll down to and open a section called "fxe". This is where environmental special effects are. Now, search a subsection in fxe called either "sunbeam" or "moonbm". The first holds sun-like rays, the other for the moon. It's up to you.

4: Place the model you want. In the sunbeam-subsection, there is a model called fxe_sunbeam_s_p. That one might look good as a chapel light ray, but it's completely up to you. Note that the actual effect is often slightly displaced, often above where you place the model itself.


One last note: visual effects do not always show up correctly in level editor, so don't fall into despair if they aren't visible there, even if you have constant render window refreshing enabled. They should work just fine in game. Good luck!


i did come across those, but they didnt look like what i remembered in the game... ill have to play around with them... thanks for the help