Not really a question about making content, but anyway. I have some flags that are animated when you move them in the toolset, but do nothing in game. Is it possible to have animated flags in game, and if yes: do they exist?
PLC flags and banners animation
Débuté par
Just a ghost
, sept. 06 2012 02:14
#1
Posté 06 septembre 2012 - 02:14
#2
Posté 06 septembre 2012 - 03:03
They do exist.. you might make sure that they're not set to "static" in the toolset properties.
#3
Posté 06 septembre 2012 - 05:10
They have always behaved weirdly for me. Exactly the same PLCs are rigid in one module, and dangly when moved in another. The ones I am trying to get to move now are Lisa's flags.
#4
Posté 06 septembre 2012 - 07:05
In the area properties, you have wind in the area you're placing the flags?
FP!
FP!
#5
Posté 06 septembre 2012 - 08:23
Screw me with a chainsaw... next thing somebody is telling me that this works with trees as well...
Thanks!
Thanks!
#6
Posté 06 septembre 2012 - 09:46
Be careful what you wish for...
#7
Posté 07 septembre 2012 - 12:02
If the plants are modeled for it, wind will affect their foliage.
*ducks the incoming chainsaw*
Borden did this recently for some bamboo he modeled. There is at least one plant pack on the Vault with shrubs that do the same.
*ducks the incoming chainsaw*
Borden did this recently for some bamboo he modeled. There is at least one plant pack on the Vault with shrubs that do the same.
#8
Posté 07 septembre 2012 - 12:41
Babylon has moving plants as well, animated by wind and/or player-npc when walked through. Moving flags, hanging window/door curtains etc...all setup with auroraflex properties. Not every plant/window/door but a large portion of them move.
Of course, Babylon is a tileset, no placeables involved, but the theory/artistry applies to placeables as well.
If the individual area has wind enabled, and the objects are not set to static, they will move according to individual settings applied to the vertices on the object itself. The stronger the wind, the stronger the movement, up to whatever the max is per object definition.
Of course, Babylon is a tileset, no placeables involved, but the theory/artistry applies to placeables as well.
If the individual area has wind enabled, and the objects are not set to static, they will move according to individual settings applied to the vertices on the object itself. The stronger the wind, the stronger the movement, up to whatever the max is per object definition.
#9
Posté 07 septembre 2012 - 07:13
That's nice to know! Now I only have to check 635 areas for their wind settings (the chainsaw finally arrived).
#10
Posté 07 septembre 2012 - 02:48
Got another weird problem: I made some 'ball above your head' visual effect (I took an eye fx, removed one eye, made it bigger and changed the position). It works really well, until somebody dies and I have to reapply the effect. From that moment on the ball appears a bout a meter left of the PC and a lot lower than intended. I varied the imp nodes and the OrientWithObject settings in the 2da.. but to no avail. Any clue what's wrong?
#11
Posté 07 septembre 2012 - 03:28
Make the effect Supernatural. I *think* even on death, it does not get removed.
FP!
FP!
#12
Posté 08 septembre 2012 - 05:08
Mmm... no, that doesn't work. Death strips all. The weird thing is that if I make a PLC that applies and removes the effect, everything works fine, as long as I don't kill myself. After I kill myself the effect doesn't properly align any more, no matter how I apply it.





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