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Buttons & Levers (For Floors and Walls)


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#51
Lance Botelle

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Hi 4760,
 
I have only tested the button so far and am already really excited by the results. :lol: Love this!
 
EDIT: Sorry about the renumbering for your response.
 
POST EDITING UPDATE COMPLETE
 
1) MISSING: The "SNAKE LEVER" is missing from the package! :o (It never works for me either.) Although, perhaps the "PLC_MR_Lever_Wall" (see comment 6) was meant to use the "snake texture" rather than the "straight" lever?

 

The new model does make the "Snake Lever" work now.
 
2) Can the button image "glow" when "out" (to be more clearly seen) and the "go out" (turn glow off) when pushed in?

3) Increase number of button facial images to include "letters" and/or "numbers"? i.e. Digits or "roman numerals"?  E.g. I, II, III, IV, V, VI ... 0, 1, 2, 3, 4, or maybe to spell something out: "P" "A" "S" "S" "W" "O" "R" "D" from among a selection of letters.

4) The floor "plc_mc_pressure_floor01" "fades" after plate activation, regardless of height setting in my tests. The other floor does not fade at all and appears good. However ...

5) The plate "plc_mc_slab_floor03" cannot be clicked again to return it to its original position. The plate for floor 01 works fine.

6) Can the lever model (that uses 2da ref "PLC_MR_Lever_Wall") be made to go to 45 degrees rather than the full 90 degrees? Also, can this lever move back at the same speed as activation if clicked on again? (Rather than "snap" back.)

7) A couple of the statues (NWN 1) were missing textures:-

StatMisTextures.jpg

8) Can you make just the belt button highlight with "plc_mc_statue_geant_act" rather than the whole statue? This way, the player has to find the particular spot to click rather than simply click on the whole statue and not know what they actually did.

9) When the statue "plc_statue_priere_act" breaks apart, the motion needs to be a little more "fluid". At the moment, the parts appear to stop and then start again when falling away from the statue.
 
10) Torches ... Can the speed of their "return" (after a second click) be the same speed as the first activation? (Rather than "snap" back.)

11) Not sure what the 2da entry "plc_dragon_skel" does?

12) No "trapdoor" in this upload?
 
An excellent package!
 
Lance.



#52
4760

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All this?!  ;)

 

OK, let's check:

1) I thought having the animations files would be enough... OK, I'll add the model in the next package.

2) Yes, it's possible.

3) Easy, I just need to find the correct textures.

4) I'll check, but I didn't notice this when I tried the new floors. I hope I didn't mess up with the working files...

5) I'd bet this one is linked to the previous bug. As I'm writing, I've got an idea about what's causing this. If I'm right, should be easy to fix.

6) Yes, and yes (although for the speed you'll need a specific script: apparently, the original code for playing the animation from "Activated" to "Deactivated" only displays the final result).

7) No surprise: coming from NWN1, the textures for the animated statues are the same as for the immobile ones, and I forgot to include them.

8) Yes, I was just lazy on this one. Consider it done!

9) I agree, I was checking if that could work. I'll redo the animation, no problem.

10) OK, but not too much...

 

Edit: renumbered for consistency



#53
Lance Botelle

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Sorry about the numbering going out of synch between posts ...

 
DELETED TO AVOID NUMBERING CONFUSION ... :)

#54
Lance Botelle

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Hi 4760,
 
Another point .... The wall lever (wood) ("plc_lever_wall1") is very difficult to "select" or "highlight" to use.

 

Any chance of making it more "selectable" than it currently is?

 

 

Actually, the problem was my end due to the tileset being used. Doh!

 

Lance.



#55
4760

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10) Torches ... Can the speed of their "return" (after a second click) be the same speed as the first activation? (Rather than "snap" back.)

Same answer as for the buttons, pressure plates or levers: I'll make a trigger to replace "x2_plc_used_act".

 

 

 


11) Not sure what the 2da entry "plc_dragon_skel" does?

 

For now, nothing: it's just a skeleton (surprisingly, of a dragon!) which I didn't include as it's not animated, and I didn't succeed with the alpha channel (how to make the mesh transparent when there are no bones?)

 

12) No "trapdoor" in this upload?

 

Not yet (but I've got four ready - I know for sure at least two of them fit with standard interior floors, I don't remember if the two others I made are also for SI tiles or other sets. But this will me indicated in the blue prints).

 

 

 

An excellent package!

 

Thanks a lot!



#56
4760

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FLOOR FADE: OK. As I say, one floor works fine, the other does not. Most strange.
 

FLOOR PLATE: OK.

 

OK, I know where it comes from. Working on it.



#57
-Semper-

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9) I agree, I was checking if that could work. I'll redo the animation, no problem.

 

couldn't you just run a physically based simulation when the statue hits the ground and bake it afterwards as an animation?



#58
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4) The floor "plc_mc_pressure_floor01" "fades" after plate activation, regardless of height setting in my tests. The other floor does not fade at all and appears good. However ...

5) The plate "plc_mc_slab_floor03" cannot be clicked again to return it to its original position. The plate for floor 01 works fine.

 

Good news: #5 is solved. Bad news: #4 comes up for all floors now... Basically, the status now is either you can get the plate back into position, but the floor will fade (like the trees when you move) or it will stay visible at all times, but the plate will disappear once pressed.

 

Still working on it...

 

Edit; #4 is fixed too!

Now working on #6 and #10 (yep, I prefer C/C++ to 3D and animation!)



#59
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I may have found a way for the animation from ACTIVATED to DEACTIVATED state, considering the placeables as doors (which makes real sense for the trapdoors, so I'll keep it that way for those).

 

The other option is to convert them placeables to creatures (same trick as for the blowing flag).



#60
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12) No "trapdoor" in this upload?

You can try the one I shared (see this post: http://forum.bioware...nal-door-types/)

 

I also put them in a larger pack with the new placeables (https://www.dropbox.... et boutons.zip), but this revision only fixes the following:

4) floor fading

5) pressure plate not selectable after having been used

7) Missing textures

 

I'm still struggling to get the animation back into initial position run at the same speed (without having to make the placeable a new creature). If I still can't get it done, I'll work on the statues, and the other button textures.



#61
Lance Botelle

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Hi 4760,

Just downloaded your latest ...Many thanks! :) Will test again ... and let you know if need be.
 
IMPORTANT:  I did not change any of the UTP files (to keep placeable objects setup OK) ... Will that affect any of the other testing with reference to models and animations? UPDATE: Tested, and appears to make no difference.
 
EDIT:
 
1) Placeable.2da entries for latest additions?  :) i.e Trapdoors.
 
2) Textures still missing for NWN statues.
 
3) Although this is not essential: Is it possible to add a "flame" to the "lit" torch animations?
 
4) Floor PLATES are FIXED :) ... But now both floors are "fading" after the plate has been pushed. :( Can you make the floors NOT fade after plate pushed? * THOUGHT: Is it the fact that the plate is "reusable" that makes the floor around it "fade"?
 
* REPEATABLE TEST:-
 
A ) Approach floor and plate OK. No fade. Good.
B ) Click pressure plate.
C ) Move away and then hover over "pressure plate" and the "floor fades". :(
D ) When plate comes up again, the floor no longer fades!
 
It seems that when the "PLC_MC_SLAB_FLOOR03_PLC_TurnOn.GR2" makes the "plate" useable again, that it makes the "floor" fade.
 
I do appreciate the effort you are putting into this .... They make a great addition to the game.

I did wonder how you would make the "reverse" animation work at the same speed. From my own experience with VFX (is that the same?), I can never work out how to make an animation reverse within the same "model". I am not sure if what I wrote even makes sense as I do not know enough about what you are doing. ;)

EDIT: I have never been able to adjust animation speed of similar item via scripting. i.e. I am unable to make the speed alter using ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE); with any other parameters.

Lance.



#62
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IMPORTANT:  I did not change any of the UTP files (to keep placeable objects setup OK) ... Will that affect any of the other testing with reference to models and animations? UPDATE: Tested, and appears to make no difference.

No, as long as you don't change the row number, the blueprint will be updated.

 

 

1) Placeable.2da entries for latest additions?   :) i.e Trapdoors.

From row 6005 to 6015.

 

 

2) Textures still missing for NWN statues.

Strange... PLC_STATUE_GEANT* and PLC_STATUE_PRIERE* both use plc_rck.DDS, plc_rck_n.DDS and plc_rck_t.DDS (which should be located directly in the override folder (I put them in the zip after I compressed everything, so they lost the path. But as far as I know that shouldn't make any difference).

 

 

 

 

 

3) Although this is not essential: Is it possible to add a "flame" to the "lit" torch animations?

You mean like a light? I noticed the "glow" is missing in the mdb (with MDBCloner, you could try to put PLC_MC_Torch02_X2_I in the GLOW box of the Torch1 models: this will give a brighter tip of the lit torch). Or if you can wait for a few days, I'll prepare a revised package (I fixed this already).

For a real light, the only way I see right now is via a script (using ActionForceMoveToLocation to make the object Light follow the object TorchFlame). Having a light directly in the MDB, I don't know if that's even possible.

 

 

 

4) Floor PLATES are FIXED  :) ... But now both floors are "fading" after the plate has been pushed.  :( Can you make the floors NOT fade after plate pushed? * THOUGHT: Is it the fact that the plate is "reusable" that makes the floor around it "fade"?

Hmm... Unless I made a copy/paste error on my side in the instructions (rows to copy a the end of your placeables.2da), this leads me to think you didn't update your 2da.

Do all the lines with pressure_floor start like "Pressure_floor01 **** 0 0"? [do not change the lines about starting with "Pressure_floor01(slab) **** 2 0"]

 

 

 

I did wonder how you would make the "reverse" animation work at the same speed. From my own experience with VFX (is that the same?), I can never work out how to make an animation reverse within the same "model". I am not sure if what I wrote even makes sense as I do not know enough about what you are doing.  ;)

EDIT: I have never been able to adjust animation speed of similar item via scripting. i.e. I am unable to make the speed alter using ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE); with any other parameters.

Yes, I confirm, the animation for deactivating the placeable DOES NOT work. I found out that using ActionPlayAnimation(ANIMATION_PLACEABLE_CLOSE); gives the expected results in some cases (for the levers, the statue with the glowing eyes for example). I'll check why the statue with the axe doesn't react the same way as soon as this message is posted.  ;) 

 

Edit:

The pair ANIMATION_PLACEABLE_OPEN / ANIMATION_PLACEABLE_CLOSE works perfectly for all the placeables I made, except for:

- the torches (rotating version)

- the NWN1 statues (the giant with the axe and the praying man)

 

These were the very first I made. Did I do something different, which prevents them from working with the OPEN animations (although ACTIVATE runs fine?)



#63
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Good news! I can now make the DEACTIVATE animation run (using the pair OPEN / CLOSE instead of ACTIVATE / DEACTIVATE).

I also know why it didn't work on the first placeables I did (for anybody interested: the 32 characters limit is not for the name of the object, but for the name + the animation. In other words: make sure the model name does not exceed 16 characters, as you have to add up to 16 characters for the animated parts (longest name for the animation being, as far as I know, "modelname_??_PLC_OPENIDLE")


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#64
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Time for an update:

 

The new model does make the "Snake Lever" work now.

In order to have it use the DEACTIVATE animation at the same speed as the ACTIVATE animation, either change x2_plc_used_act by x2_plc_used_opn in the attached script, or use the new blueprint I prepared. This is true for all placeables for which the animation from activated status to deactivated status is not played (instead, the position jumps back to the initial one).

 

 

 2) Can the button image "glow" when "out" (to be more clearly seen) and the "go out" (turn glow off) when pushed in?

Done. But that means a texture for the illumination needs to be created. This is clearly something I'm not good at!

 

 

 

3) Increase number of button facial images to include "letters" and/or "numbers"? i.e. Digits or "roman numerals"?  E.g. I, II, III, IV, V, VI ... 0, 1, 2, 3, 4, or maybe to spell something out: "P" "A" "S" "S" "W" "O" "R" "D" from among a selection of letters.

Same as above. Unless I can find somewhere the textures (diffuse, bump/normal, tint and glow/illumination), I'm afraid it will not be very nice.

 

 

 

4) The floor "plc_mc_pressure_floor01" "fades" after plate activation, regardless of height setting in my tests. The other floor does not fade at all and appears good. However ...

5) The plate "plc_mc_slab_floor03" cannot be clicked again to return it to its original position. The plate for floor 01 works fine.

Fixed.

 

 

 

6) Can the lever model (that uses 2da ref "PLC_MR_Lever_Wall") be made to go to 45 degrees rather than the full 90 degrees? Also, can this lever move back at the same speed as activation if clicked on again? (Rather than "snap" back.)

Done.

 

 

 

7) A couple of the statues (NWN 1) were missing textures:-

Corrected.

 

8) Can you make just the belt button highlight with "plc_mc_statue_geant_act" rather than the whole statue? This way, the player has to find the particular spot to click rather than simply click on the whole statue and not know what they actually did.

Done. In fact, three possibilities exist:

a) the statue is a standard placeable, only for decoration.

B) the statue is activated by pushing the button (and not clicking anywhere on the statue), but a script needs to be activated for the rest...

c) same as B) above, but when pushing the button it releases the great axe it holds (again, a script needs to be written to make the axe an object the player can grab and use  ;)  

 


 

 

 

9) When the statue "plc_statue_priere_act" breaks apart, the motion needs to be a little more "fluid". At the moment, the parts appear to stop and then start again when falling away from the statue.

 

 

 

Done. Sort of...

 

 

 

10) Torches ... Can the speed of their "return" (after a second click) be the same speed as the first activation? (Rather than "snap" back.)

Done.

 

12) No "trapdoor" in this upload?

Yes there are. Two kinds even:

a) doors

B) chests

I'll prepare a new version tomorrow.



#65
Lance Botelle

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Hi 4760,

That's excellent news! I look forward to the new package.

With reference to the placeables.2da, there were no new lines information to add to my own. I know where I can add the lines (i.e. the numbers), but I do not know what information to add. :)

 

I have found I have had to use different animation scripts to make other animations work as well, so I think I understand what you mean. :)

 

With reference to "textures" like "glow" and "numbers/letters", if you are able to provide even rough templates that people like me can update the *.DDS file, then that would be something. :)

 

I do not know if every letter required its own model/skeleton (? - I do not understand how it works) included in a unique reference to make all alpha-numeric combinations possible.

 

Hope that made sense. :)

 

Lance.



#66
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With reference to the placeables.2da, there were no new lines information to add to my own. I know where I can add the lines (i.e. the numbers), but I do not know what information to add. :)

You didn't get the "Useable placeables.txt" text file in the zip? Anyway, here are the lines that should be in your placeables.2da:

2) Add the following lines at the end of your placeables.2da file:
5986	Pressure_floor01	****	0	0	PLC_MC_PRESSURE_FLOOR01	****	0	****	****	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	1	****
5987	Pressure_floor01(slab)	****	2	0	PLC_MC_SLAB_FLOOR01	****	0	PLC_MC_SLAB_FLOOR01	PLC_MC_SLAB_FLOOR01_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	1	****
5988	Pressure_floor03	****	0	0	PLC_MC_PRESSURE_FLOOR03	****	0	****	****	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	1	****
5989	Pressure_floor03(slab)	****	2	0	PLC_MC_SLAB_FLOOR03	****	0	PLC_MC_SLAB_FLOOR03	PLC_MC_SLAB_FLOOR03_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	1	****
5990	Torch,lit,rotate(right)	****	2	0	PLC_MC_Torch1_RotateR	****	0	PLC_MC_Torch1_RotateR	PLC_MC_Torch1_RotateR_01	****	****	0	RESERVED	6	****	****	****	****	****	****	****	****	****	0	****
5991	Torch,unlit,rotate(right)	****	2	0	PLC_MC_Torch0_RotateR	****	0	PLC_MC_Torch0_RotateR	PLC_MC_Torch0_RotateR_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
5992	Torch,unlit,push(right)	****	2	0	PLC_MC_Torch0_PushR	****	0	PLC_MC_Torch0_PushR	PLC_MC_Torch0_PushR_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
5993	Torch,unlit,push(left)	****	2	0	PLC_MC_Torch0_PushL	****	0	PLC_MC_Torch0_PushL	PLC_MC_Torch0_PushL_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
5994	Torch,lit,push(right)	****	2	0	PLC_MC_Torch1_PushR	****	0	PLC_MC_Torch1_PushR	PLC_MC_Torch1_PushR_01	****	****	0	RESERVED	6	****	****	****	****	****	****	****	****	****	0	****
5995	Torch,lit,push(left)	****	2	0	PLC_MC_Torch1_PushL	****	0	PLC_MC_Torch1_PushL	PLC_MC_Torch1_PushL_01	****	****	0	RESERVED	6	****	****	****	****	****	****	****	****	****	0	****
5996	Lever_Wall	****	2	0	PLC_MR_Lever_Wall	****	0	PLC_MR_Lever_Wall	PLC_MR_Lever_Wall_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
5997	Torch,lit,rotate(left)	****	2	0	PLC_MC_Torch1_RotateL	****	0	PLC_MC_Torch1_RotateL	PLC_MC_Torch1_RotateL_01	6	****	0	RESERVED	6	****	****	****	****	****	****	****	****	****	0	****
5998	Torch,unlit,rotate(left)	****	2	0	PLC_MC_Torch0_RotateL	****	0	PLC_MC_Torch0_RotateL	PLC_MC_Torch0_RotateL_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
5999	Statue,push_eyes	****	2	0	PLC_MC_STATUE6_ACT	****	0	PLC_MC_STATUE6_ACT	PLC_MC_STATUE6_ACT_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6000	Statue,push_button	****	2	0	PLC_STATUE_GEANT_ACT	****	0	PLC_STATUE_GEANT_ACT	PLC_STATUE_GEANT_ACT_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6001	Statue,bascule	****	2	0	PLC_STATUE_PRIERE_ACT	****	0	PLC_STATUE_PRIERE_ACT	PLC_STATUE_PRIERE_ACT_??	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6002	****	****	****	****	****	****	****	****	****	****	****	****	RESERVED	****	****	****	****	****	****	****	****	****	****	****	****
6003	Lever,Wall(Wood)	****	2	0	PLC_LEVER_WALL1	****	0	PLC_LEVER_WALL1	PLC_LEVER_WALL1_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6004	Button,Wall(Stone)	****	2	0	PLC_BUTTON_WALL1	****	0	PLC_BUTTON_WALL1	PLC_BUTTON_WALL1_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6005	Trapdoor	****	2	0	plc_trapdoor	****	0	plc_trapdoor	plc_trapdoor_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6006	****	****	****	****	****	****	****	****	****	****	****	****	RESERVED	****	****	****	****	****	****	****	****	****	****	****	****
6007	Trapdoor_SI03	****	2	0	plc_trapdoor_SI03	****	0	plc_trapdoor_SI03	plc_trapdoor_SI03_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6008	Trapdoor_SI07	****	2	0	plc_trapdoor_SI07	****	0	plc_trapdoor_SI07	plc_trapdoor_SI07_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6009	Trapdoor_SI06	****	2	0	plc_trapdoor_SI06	****	0	plc_trapdoor_SI06	plc_trapdoor_SI06_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6010	Pressure_floor02	****	0	0	PLC_MC_PRESSURE_FLOOR02	****	0	****	****	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	****	****
6011	Pressure_floor02(slab)	****	2	0	PLC_MC_SLAB_FLOOR02	****	0	PLC_MC_SLAB_FLOOR02	PLC_MC_SLAB_FLOOR02_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	1	****
6012	Trapdoor90	****	2	0	plc_trapdoor90	****	0	plc_trapdoor90	plc_trapdoor90_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6013	Trapdoor90_SI03	****	2	0	plc_trapdoor90_SI03	****	0	plc_trapdoor90_SI03	plc_trapdoor90_SI03_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6014	Trapdoor90_SI07	****	2	0	plc_trapdoor90_SI07	****	0	plc_trapdoor90_SI07	plc_trapdoor90_SI07_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****
6015	Trapdoor90_SI06	****	2	0	plc_trapdoor90_SI06	****	0	plc_trapdoor90_SI06	plc_trapdoor90_SI06_01	****	****	0	RESERVED	****	****	****	****	****	****	****	****	****	****	0	****

 

 

I do not know if every letter required its own model/skeleton (? - I do not understand how it works) included in a unique reference to make all alpha-numeric combinations possible.

Unfortunately, yes, each letter will need to have its own mdb and set of gr2 files, as placeables don't use skeletons. I wondered if making these buttons creatures would be a better approach, but I don't know if the benefits of having one skeleton and set of gr2 file shared over the 36 buttons (x the number of textures sets you wish) would really counter the need for creating a custom faction (to make sure no button is attacked by anyone), make them plot creatures (so they can't be killed inadvertently in an AOE - but what if you need them to be destroyed? Additional scripting to remove the plot flag there...) More importantly, you'll have to play with walkmesh cutters to make sure nobody comes too close, lest the button will move (creatures tend to give room to the party...)

 

I'm still looking at the options (or rather, is there a way to use the same moving part for all buttons, and apply the texture on a specific part, linked to the general "skeleton". Hope that makes sense).



#67
Lance Botelle

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Hi 4760,
 
:blush: Embarrassed .... I did not see the txt file on the route of the zip ... or those other files .... doh! I had gone straight into the folder, which explains why I was missing all the DDS files too! I was having a "bad" day. Sorry about that!
 
EDIT 1: The "button statue" now has the correct textures, but the "breaking statue" is still missing some.
 
EDIT 2: I made the assumption that you did not change any of the entry values for 2da lines that I already have added ... and only added the new lines to my 2da file. Is that the case?
 
EDIT 3: Your new  FLOOR 2 and PLATE 2 WORK !!!! - :) The plate works both ways and the floor does NOT fade in either state! Floors 1 and 3 need this kind of working to avoid the fade after plate activation.
 
EDIT 4: I made my own custom activation script (as you said) and "most" of the animations now play at a better speed (and do not "snap" back). Thanks for that heads up! i.e. Using ANIMATION_PLACEABLE_OPEN instead of ANIMATION_PLACEABLE_DEACTIVATE. However, I did note that the "rotate" torches still "snap" back even with the altered script. The "push" torches all work fine with the new script. Do the "rotate" torches need something altered about them to have the animation work like the other torches?
 
BUTTONS: Is it possible to use copies of the same models used for the button, but change its DDS? I guess that would mean duplicating all the MDB and GR2 files for *every* alpha-numeral (36 folders of files) and then add 36 placeable.2da entries? I know that sounds a lot of duplication, but it is probably the "safest" way? What do you think?
 
Lance.



#68
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:blush: Embarrassed .... I did not see the txt file on the route of the zip ... or those other files .... doh! I had gone straight into the folder, which explains why I was missing all the DDS files too! I was having a "bad" day.

:D No problem.

 

 

 

EDIT: I made the assumption that you did not change any of the entry values for 2da lines that I already have added ... and only added the new lines to my 2da file. Is that the case?

No, I also modified the lines for the pressure floors to prevent them from fading. You've got only the fourth value to change (from 1 to 0). That way, you won't have to redo everything in your 2da.

 

 

 

 

 

BUTTONS: Is it possible to use copies of the same models used for the button, but change its DDS? I guess that would mean duplicating all the MDB and GR2 files for *every* alpha-numeral (36 folders of files) and then add 36 placeable.2da entries? I know that sounds a lot of duplication, but it is probably the "safest" way? What do you think?

That's exactly what I was checking earlier. Unfortunately that wouldn't work, as the animations refer to PLC_BUTTON_WALL1_01 for the first button I created, PLC_BUTTON_WALL2_01 for the second one (the "_01" part meaning, from the engine point of view, that this is the moving piece of the model).

 

The solution I'm looking into at the moment is to create a generic button, with 36 moving parts, but only one each time referenced in the 2da. Be back soon with results...



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And the result is that...

901-1-1399380023.png

 

IT WORKS!!!

 

I'll prepare a full alphabet therefore (using the background of the letters C or D above) before packaging everything (yep, I know I said I'd do it today, but I guess it's better to have a fully working pack, isn't it?)



#70
Lance Botelle

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:D No problem.


Thank-you.
 

No, I also modified the lines for the pressure floors to prevent them from fading. You've got only the fourth value to change (from 1 to 0). That way, you won't have to redo everything in your 2da.


Ah! Thanks. I will change those values then.
 

That's exactly what I was checking earlier. Unfortunately that wouldn't work, as the animations refer to PLC_BUTTON_WALL1_01 for the first button I created, PLC_BUTTON_WALL2_01 for the second one (the "_01" part meaning, from the engine point of view, that this is the moving piece of the model).
 
The solution I'm looking into at the moment is to create a generic button, with 36 moving parts, but only one each time referenced in the 2da. Be back soon with results...


OK ... Have just seen you other post as well ... so will EDIT here in a bit myself,

EDIT: That is looking excellent! Well done!
 
Quote: "... but I guess it's better to have a fully working pack, isn't it?"
 
It certainly is. :) Great work!
Lance.


EDIT: By the way, is there any reason why the floors 1 and 3 are more "obvious" to see than the floor 2? Here are some screen shots to show what I mean .... Floor 2 you cannot tell if there is a plate by viewing, whereas plates 1 and 3 show as a different "colour" and even look "black" in low light .... Did you do something different between plates 1 and 3 and plate 2?

PLATE 2 NOT EASILY SEEN (GOOD RESULT!):

GoodPlates.jpg

PLATES 1 and 3 CAN BE SEEN IN CERTAIN LIGHT (POOR RESULT):

ObviousPlates.jpg

PLATES 1 and 3 CAN APPEAR BLACK (REALLY OBVIOUS IT'S HERE ... :( ):

InDarkPlates.jpg



#71
rjshae

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In that Plate 2 shot, I think it needs to have its Projected Texture flag set, both on the model part and with the InterfacePT column in the placeables.2da file. That might be true of the other walkable plates as well.



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EDIT 4: I made my own custom activation script (as you said) and "most" of the animations now play at a better speed (and do not "snap" back). Thanks for that heads up! i.e. Using ANIMATION_PLACEABLE_OPEN instead of ANIMATION_PLACEABLE_DEACTIVATE. However, I did note that the "rotate" torches still "snap" back even with the altered script. The "push" torches all work fine with the new script. Do the "rotate" torches need something altered about them to have the animation work like the other torches?

Yes, the 32-character length limit is the culprit. I remade the animations, changing "rotate" to "rot" only (it worked without changing anything with the "push" torches as "push" is two characters less than "rotate"! Took me a while to find out this was the reason, I can tell you!



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EDIT: By the way, is there any reason why the floors 1 and 3 are more "obvious" to see than the floor 2? Here are some screen shots to show what I mean .... Floor 2 you cannot tell if there is a plate by viewing, whereas plates 1 and 3 show as a different "colour" and even look "black" in low light .... Did you do something different between plates 1 and 3 and plate 2?

Well, the texture for Floor 2 comes from the Standard Castle tileset, whereas Floor 1 and Floor 3 were originally placeables which I reworked to include the pressure plate. I didn't check what settings all these had, I just made the animation.

I see rjshae has got a possible solution, will look into it.



#74
rjshae

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Well, the texture for Floor 2 comes from the Standard Castle tileset, whereas Floor 1 and Floor 3 were originally placeables which I reworked to include the pressure plate. I didn't check what settings all these had, I just made the animation.

I see rjshae has got a possible solution, will look into it.

 

The Projected Texture flag will cause the circle around the character to appear when he is walking over the placeable. It shouldn't impact other elements such as the tint map or lighting, but it will make it less noticeable to the player.

 

Not sure if this is relevant to the above, but I recently ran into a problem with dark areas appearing on a mesh; it turned out to be caused by a combination of smooth shading and sharp (90 degree) edges on the mesh. I guess that may be mixing in the different directional lighting elements (ground, sky, &c), resulting in light and dark areas. Tchos suggested assigning the mesh faces to "different smoothing groups".



#75
Lance Botelle

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In that Plate 2 shot, I think it needs to have its Projected Texture flag set, both on the model part and with the InterfacePT column in the placeables.2da file. That might be true of the other walkable plates as well.


I think you may be talking about the wrong plate ... I LIKE plate 2, as it is not obvious that the plate is there. ;) It's plates 1 and 3 that need altering if any ... as they give themselves away by being "obvious" ... if you see what I mean?
 

Yes, the 32-character length limit is the culprit. I remade the animations, changing "rotate" to "rot" only (it worked without changing anything with the "push" torches as "push" is two characters less than "rotate"! Took me a while to find out this was the reason, I can tell you!


Ah! Ok.
 

Well, the texture for Floor 2 comes from the Standard Castle tileset, whereas Floor 1 and Floor 3 were originally placeables which I reworked to include the pressure plate. I didn't check what settings all these had, I just made the animation.
I see rjshae has got a possible solution, will look into it.


To be absolutely clear ... PLATE IS "GOOD" (I Like that one.) It is PLATE 1 and 3 that are "BAD" (and need "fixing") so you cannot tell there is a plate there ... if you see what I mean?


Cheers,

Lance.