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Buttons & Levers (For Floors and Walls)


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#76
rjshae

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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?

 

No, I'm actually talking about a different problem. Notice the illuminated ring on the ground around the character. The part where it intersects the plate is missing, which can be a give-away to the player that something interesting is there. Better to remove the clue, I think.


Modifié par rjshae, 06 mai 2014 - 03:27 .


#77
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Thanks rjshae, I'll look at the InterfacePT parameters.

 

Regarding the "text" on the buttons, I found this:

 

 

preview_1.jpg



#78
4760

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I also grabbed these:

901-1-1399401702.jpg



#79
Lance Botelle

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No, I'm actually talking about a different problem. Notice the illuminated ring on the ground around the character. The part where it intersects the plate is missing, which can be a give-away to the player that something interesting is there. Better to remove the clue, I think.


Hi rjshae,
 
Ah, I had not even considered that ... Although, that is probably where the floor is raised by 0.1 to sit on top of the ground OK .... I would not normally place the floor in a ground spot like that normally ... that was just for testing. :) If I was to use floor tiles like that, I would make sure I had quite a few of them side by side, so the circle did not appear at all for anywhere ... if you see what I mean. :)

Lance.

#80
Lance Botelle

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Thanks rjshae, I'll look at the InterfacePT parameters.
 
Regarding the "text" on the buttons, I found this:
 
 
preview_1.jpg


These would be fantastic! As I also use runes in other puzzles ... http://worldofalthea...-revisited.html

And the other letters and glyphs are great as well .... as much as you can include and can spare the time to prepare ... all most welcome!

Great stuff!

Lance.

#81
rjshae

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Hi rjshae,
 
Ah, I had not even considered that ... Although, that is probably where the floor is raised by 0.1 to sit on top of the ground OK .... I would not normally place the floor in a ground spot like that normally ... that was just for testing. :) If I was to use floor tiles like that, I would make sure I had quite a few of them side by side, so the circle did not appear at all for anywhere ... if you see what I mean. :)

Lance.

 

Yes you can do that, but I find it slightly discomforting not to see the destination marker on the floor. That's just me, I guess, but now I always try to fix it where it happens.



#82
kevL

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i'll just put these links here...

Alchemy
AngloSaxon Runes
Angerthas Moria
Tengwar Sindarin
Tengwar Quenya



#83
rjshae

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Might be easier to reskin the button with a new runic texture sef, rather than building hundreds of different buttons. Just saying...


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#84
Lance Botelle

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Yes you can do that, but I find it slightly discomforting not to see the destination marker on the floor. That's just me, I guess, but now I always try to fix it where it happens.


Hi rjshae,

I totally agree with you ... I must admit, however, I have to "resign" on some points though, or else I will never get my module finished. :( And if I did know how to fix it myself, then I would do, but that is outside my knowledge.

That said, if you ever fancy BETA TESTING my module (when it'd done) and would like to help me fix such issues, it would be a great help. :)

Lance.

#85
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Good idea. I'll see how SEF work then.



#86
rjshae

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Hi rjshae,

I totally agree with you ... I must admit, however, I have to "resign" on some points though, or else I will never get my module finished. :( And if I did know how to fix it myself, then I would do, but that is outside my knowledge.

That said, if you ever fancy BETA TESTING my module (when it'd done) and would like to help me fix such issues, it would be a great help. :)

 

Sure, I wouldn't mind doing another beta test, if you're not bothered by nit-picky feedback. ;)



#87
Lance Botelle

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Sure, I wouldn't mind doing another beta test, if you're not bothered by nit-picky feedback. ;)


Hi rjshae,

You are *definitely* the kind of Beta Tester I am looking for!

I have been blessed with some attention to detail nit-pickers in the past, and they do me wonders ... even if I cannot fix everything.

You will be most welcome ... Be sure to keep an eye open when I finally get around to asking for some.

EDIT: Yes, attaching SEFs sounds like a good idea ... if it is possible?

Many Thanks,
Lance.

#88
rjshae

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EDIT: Yes, attaching SEFs sounds like a good idea ... if it is possible?

 

It works for door models, but that is with a complete texture replacement. I'm not sure whether it is possible to overlay an alpha transparency texture on top of the existing one. If it did, that would be a nice capability to have.



#89
MokahTGS

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You guys know these exist right?

 

Runic Placeables

 

As well as these:

 

VFX Signs


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#90
Lance Botelle

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It works for door models, but that is with a complete texture replacement. I'm not sure whether it is possible to overlay an alpha transparency texture on top of the existing one. If it did, that would be a nice capability to have.


Hi again,

Yes, I have those door skins in my module already now. Thanks to you. :)

I always get a little confused about what kind of things like this work together though. I prefer simple 2d and scripting mostly. ;)

Cheers,
Lance.

#91
Lance Botelle

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You guys know these exist right?
 
Runic Placeables
 
As well as these:
 
VFX Signs


Hi MokahTGS,

I was aware of these ... even if others here may not be. However, I don't know how these might be useful with respect to "moving" buttons, etal.

That said, maybe the images can be used in some way. I leave that to the expert doing these animated placeables. :) I would not have a clue.

Lance.

#92
rjshae

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I always get a little confused about what kind of things like this work together though. I prefer simple 2d and scripting mostly. ;)

 

I think it should work with any model that uses a single texture file. Some models use multiple texture files though, so I'm not sure what would happen there. Maybe it would just replace the first texture? *shrug* For models with multiple textures, I think it may replace each texture with the effect texture. At least that's what happened when I applied a door sef file to a human.

 

I don't think you'd be able to use it to reskin a tile though. But reskinning a building, such as giving it a snow covered version, should be possible (if it isn't an environmental object). Hmm, that might be fun to play with. Too bad we can't dynamically swap exterior area textures. grasses, and trees on the fly...


Modifié par rjshae, 06 mai 2014 - 11:15 .


#93
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You guys know these exist right?

 

Runic Placeables

 

As well as these:

 

VFX Signs

Actually, I wasn't. Thanks for the information!



#94
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I don't know how these might be useful with respect to "moving" buttons, etal.

 

First test: the image doesn't move with the button, since (as I feared) it's the main placeable that is the reference.

 

Second test: based on the above, removing the square around the button allows using the SEF files. OK then, I'll redo another button (same principle as the pressure floors: one placeable for the immobile part, one placeable to "insert" carefully in the middle).

 

It will take some time, as I need to restart almost from scratch (apart from the models, all the animations have to be reexported) but more importantly rework on the textures (I've never played with SEF or VFX before, but I'm afraid you can't use a standard tga or dds picture and select a small square).

 

Edit:

Working on the torches to add the flame effect gave me some indications on how to do the same (i.e. add effects that follow the model) for the buttons.



#95
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3) Although this is not essential: Is it possible to add a "flame" to the "lit" torch animations?

 

Yes, now it is! Just add the fx_torchhand special effect in Appearance (special effect) in the blueprint (not sure if that's how it's called, my toolset is in French).

 

Here is what it looked like before:

901-1-1399470494.jpg

 

and here it is now:

901-2-1399470495.jpg  901-3-1399470495.jpg


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#96
Lance Botelle

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Yes, now it is! Just add the fx_torchhand special effect in Appearance (special effect) in the blueprint (not sure if that's how it's called, my toolset is in French).
 
Here is what it looked like before:
901-1-1399470494.jpg
 
and here it is now:
901-2-1399470495.jpg  901-3-1399470495.jpg


Excellent! That is exactly the thing!

Well done!

Looking better and better! :)

Lance.

#97
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First test: the image doesn't move with the button, since (as I feared) it's the main placeable that is the reference.

 

Second test: based on the above, removing the square around the button allows using the SEF files. OK then, I'll redo another button (same principle as the pressure floors: one placeable for the immobile part, one placeable to "insert" carefully in the middle).

 

It will take some time, as I need to restart almost from scratch (apart from the models, all the animations have to be reexported) but more importantly rework on the textures (I've never played with SEF or VFX before, but I'm afraid you can't use a standard tga or dds picture and select a small square).

 

Edit:

Working on the torches to add the flame effect gave me some indications on how to do the same (i.e. add effects that follow the model) for the buttons.

 

Alas, it didn't work. The visual effect doesn't move with the button. The first reason is that, if I understand the description of the different possible events, the only one that comes "from a mesh" is the particle effect. Not good for applying drawings or signs...

The second reason, and probably the main one, is that I don't know (yet?) what kind of attachment (hook) the game expects in the model. I never had issues for creatures, I even succeeded in having the flames follow the head of the torch, but using the same methods here failed.

 

Well, let's see what a good night's sleep will bring.



#98
Lance Botelle

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Alas, it didn't work. The visual effect doesn't move with the button. The first reason is that, if I understand the description of the different possible events, the only one that comes "from a mesh" is the particle effect. Not good for applying drawings or signs...
The second reason, and probably the main one, is that I don't know (yet?) what kind of attachment (hook) the game expects in the model. I never had issues for creatures, I even succeeded in having the flames follow the head of the torch, but using the same methods here failed.
 
Well, let's see what a good night's sleep will bring.


Morning 4760,

I hope you slept well. :)

A shame about the torch flame ... I suppose it could be handled by scripting afterwards, but it might be somewhat awkward to work out.

If it can't be done, not to worry. The package remains excellent! :)

Maybe someone else can shed some light onto the problem .... if you forgive the pun! (I know your language is French, does the pun work in your language too?)

Lance.

#99
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Yes, there's the same pun in French too!  :lol:

 

The good news is that with all the tests I made, I'm quite sure the torches work perfectly! The bad news is that I didn't succeed with the buttons. I've got a last option though, which I didn't try as it implied redoing everything from scratch, but I've got no other idea... And if it doesn't work, then I'll make three sets of 36 buttons.


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#100
Lance Botelle

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Yes, there's the same pun in French too!  :lol:
 
The good news is that with all the tests I made, I'm quite sure the torches work perfectly! The bad news is that I didn't succeed with the buttons. I've got a last option though, which I didn't try as it implied redoing everything from scratch, but I've got no other idea... And if it doesn't work, then I'll make three sets of 36 buttons.


Great dedication!

Many thanks,
Lance.