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Buttons & Levers (For Floors and Walls)


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#126
Lance Botelle

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Hi 4760,

Those buttons look great! I liked the LANCE printout ... I could see that easy enough! :lol:

My own placeables .2da is at 10308 with your stuff as well at the moment. That file does get bashed around a bit. ;)

I have downloaded the latest and will get back when I can.

Many Thanks again!
Lance.


EDIT: I forgot to say that I have a "fixed" version of doortypes.2da (that opens in editors OK) available here:-

https://dl.dropboxus...5/doortypes.2DA

Please note, I edited that file for some other reason as well (a tileset add-on I believe), but the standard lines are in place I think. Anyway, it's there if you want it.)

Your version fails to open in 2da Editor.

#127
Lance Botelle

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Hi Again,
 
OK, after redoing the placeables.2da (to the lines you mention) and using just the new content as supplied, I get the same results as before with respect to blueprints not being correct and torches crashing the toolset. :(
 
Can you do me a favour and upload your entire working environment as a "module" somewhere, so I can transfer the objects myself. :) Also, provide your placeables.2da so I can use that in testing and try to find out why I am not able to have these objects come aboard properly.
 
EDIT: I will also try importing all into a new module myself to see if that makes any difference.
 
Many Thanks,
Lance.

EDIT: OK, This was a brand new module using the folders and edited placeables.2da (with your lines 6000 - 6031) placed in the override folder (with nothing else) and I still get incorrect objects/models. :( The first two objects I tried: 1 ) Round button brought up an unlit torch, and 2 ) Square button brought up a round button!  :o

Wrong01.jpg


AND


Wrong02.jpg


Can you try sending a complete module with example area?
 
These issues may also explain the crashing I am getting.
 
It would be good to know what another person is experiencing when testing adding these ... KevL around anywhere?
 
Cheers,
Lance.
 
 
EDIT: Just to show my placeables.2da ...
 
2dashot.jpg

#128
kevL

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... KevL around anywhere?


huh me??
i'm busy adjusting the speed of popup windows and globe-rotation in openXcom atm* :|

(okay, i lul'd)

but it's probly a good idea for 47' to zip up his working dir/.Erf (or subset thereof...) and slide it over to ya for a second option. 2 heads and all that,

/maybe i'll take peek too


* and trying to unlock a *#$* file windows is being stubborn about..... > tip: reboot computer

#129
Tchos

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Please excuse the suggestion if it's too basic, but if you reassign the lines in the 2DA, then any existing blueprints made before the reassignment will then have to be changed to reference the correct intended new content, by name.



#130
kevL

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Please excuse the suggestion if it's too basic, but if you reassign the lines in the 2DA, then any existing blueprints made before the reassignment will then have to be changed to reference the correct intended new content, by name.


pedantic:
by name == by Label ( or STRREF )

more pedantic:
that's not just blueprints, but placed instances also

#131
kevL

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just thinking about it, Lance, there's three components:

1. the models and their internal workings
2. the 2da and its entries
3. the blueprints / IG-objects and those value fields


each can be thought of as self-contained. That is, An issue could be internal to one, or more of those, or in their purposely slender connections (ie, modular construction )

If the models work for 4760, they're fine; if you're using his 2da rows, they should be fine;



#132
4760

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The first two objects I tried: 1 ) Round button brought up an unlit torch, and 2 ) Square button brought up a round button!  :o

 

Looking at the placeables.2da, it looks like there's an extra row somewhere. Did you use SoZ (which has a duplicate 2534) or MoW as your reference placeables.2da? Here's mine (https://www.dropbox..../placeables.2da), as you can see it doesn't consider any other custom content than what I needed for my campaign.

But I think a quick and easy way to find out is to add in your placeables.2da an empty row at line 6000 (thus duplicating row 6000, but as far as I know the numbers are not used by the game, only the position in the file is considered). Will that fix the off-by-one issue?



#133
4760

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Can you try sending a complete module with example area?

Sure, I'll do it later though.



#134
4760

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 torches crashing the toolset. :(

Good (?  :wacko: ) news: I got the same result on a brand new module. Why did it work before and not now is still something I'm trying to figure out.

 

Edit:

I reverted to a previous version of the blueprints; still crashing (although for me it was only the "rotate right" version.

Since it didn't work, I went back to the latest version: I had to reset the blueprint (again...) as the 2da was changed in the meantime. Guess what? Working perfectly again. I really don't know what's wrong.

 

I'll prepare a hak, a test module, and see if that's better for you. In the meantime, what happens if you:

- make a copy of the lit torch, rotating right blueprint in the module,

- change the appearance to something else,

- save the module and quit.

- restart the toolset and open the module,

- open the blueprint you just modified and reset the appearance to the lit torch, rotating right.

- at this point, you should be able to use it without crashing (based on my experience above).

- save the blueprint in the override folder.

- quit the toolset and restart

- use the updated blueprint (it should be working; after all I did nothing else and it fixed the issue).



#135
Lance Botelle

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Looking at the placeables.2da, it looks like there's an extra row somewhere. Did you use SoZ (which has a duplicate 2534) or MoW as your reference placeables.2da? Here's mine (https://www.dropbox..../placeables.2da), as you can see it doesn't consider any other custom content than what I needed for my campaign.
But I think a quick and easy way to find out is to add in your placeables.2da an empty row at line 6000 (thus duplicating row 6000, but as far as I know the numbers are not used by the game, only the position in the file is considered). Will that fix the off-by-one issue?


Hi 4760,

I still have to try what you say in your last post, but my own placeables.2da 2534 line matches your latest placeables.2da 2534 line when I downloaded it and compared it to my own. I would have used the SoZ placeables.2da as far as I recall (the one from the 2DA_X2 zip), which I have just checked and also matches my 2534 line OK.

Therefore, after I shifted everything down one line (as you suggested) all the blueprints matched up ok! That suggests you were/are using a placeables.2da with the duplicated 2534 line, which I am not. Therefore, I will assume all placeable lines will start from 6001 now and not 6000 assuming we are referencing the SoZ version of the placeables.2da. :)

EDIT: It is good news that you encountered the crash though as it means it can be traced ... and fixed! :)

EDIT: It is now only plc_mc_lit_torch_rotate_left that crashes for me! :o That is LEFT, not RIGHT, which you say works for you. Does that tell us something?

TORCH TEST: OK, I'm, back after testing, but, unfortunately, the LIT LEFT ROTATE will still crash the toolset after following your instructions. NOTE: Following your instructions, the torch will not immediately crash the toolset, but will do if you try to add another one or two by selecting it again. To be clear, the LIT RIGHT rotate works fine! LEFT BROKEN, RIGHT WORKS. EDIT: In case it matters, the toolset crashes only at the moment I left click the mouse button to place it within the area.
 
WALL LEVERS: I noted in your PDF that there were five wall levers, but I only have one version in the toolset at the moment. Are the others to follow?
 
BUTTONS: I have not tested every SEF for the buttons yet, but the ones I saw were good. I look forward to the glow effect. ;)

AXE STATUE: Sorry to be a pain, but, (unless what I am about to say regarding a collision box cannot be done),  can I make a request to have the axe stay on the ground after falling down. (i.e. Reverse what I said before.)The reason I ask, is because I just realised that we can use a "COLLISION BOX" to act as a reference to pick the fallen axe up with and then destroy the "placeable fallen axe" after we click on the collision box representing the axe. What do you think?
 
EDIT: Knowing that the placeables match up to the placeable 2da reference makes communication much better, and allows me to be more precise in my feedback. I am pleased we got to the bottom of that confusion. :)
 
Cheers,
Lance.



#136
4760

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EDIT: It is now only plc_mc_lit_torch_rotate_left that crashes for me! :o That is LEFT, not RIGHT, which you say works for you. Does that tell us something?

TORCH TEST: OK, I'm, back after testing, but, unfortunately, the LIT LEFT ROTATE will still crash the toolset after following your instructions. NOTE: Following your instructions, the torch will not immediately crash the toolset, but will do if you try to add another one or two by selecting it again. To be clear, the LIT RIGHT rotate works fine! LEFT BROKEN, RIGHT WORKS. EDIT: In case it matters, the toolset crashes only at the moment I left click the mouse button to place it within the area.

I confirm that's exactly when the crash happened to me (first for the button I had to redo, and for the RIGHT torch, before I did the blueprint again).

I just made a test module from scratch without any crash at all, however I only placed one torch of each. Let's see what happens with several.

 

WALL LEVERS: I noted in your PDF that there were five wall levers, but I only have one version in the toolset at the moment. Are the others to follow?

Yes, when I have fixed the torch problem.

 

 

 

BUTTONS: I have not tested every SEF for the buttons yet, but the ones I saw were good. I look forward to the glow effect.  ;)

 

Don't worry, it's on the to-do list. But way below the torch and 2da problems!

 

AXE STATUE: Sorry to be a pain, but, (unless what I am about to say regarding a collision box cannot be done),  can I make a request to have the axe stay on the ground after falling down. (i.e. Reverse what I said before.)The reason I ask, is because I just realised that we can use a "COLLISION BOX" to act as a reference to pick the fallen axe up with and then destroy the "placeable fallen axe" after we click on the collision box representing the axe. What do you think?

Please have a look at the test module (or, if you've also Kivinen Item Placeables hak installed, try the statue in game): the fallen axe is replaced by a placeable axe, that is converted into a great axe as soon as you pick it up. If you do nothing, it stays on the ground.

 

 

 

Knowing that the placeables match up to the placeable 2da reference makes communication much better, and allows me to be more precise in my feedback. I am pleased we got to the bottom of that confusion.  :)
So am I, Lance, so am I!
 
 
Will revert soon with the torch crashing the toolset workaround (I hope).


#137
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Can you try sending a complete module with example area?

 

Here's the link for the module: https://www.dropbox.... placeables.mod

And for the hak file it requires: https://www.dropbox...._placeables.hak



#138
4760

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EDIT: It is now only plc_mc_lit_torch_rotate_left that crashes for me! :o That is LEFT, not RIGHT, which you say works for you. Does that tell us something?

TORCH TEST: OK, I'm, back after testing, but, unfortunately, the LIT LEFT ROTATE will still crash the toolset after following your instructions. NOTE: Following your instructions, the torch will not immediately crash the toolset, but will do if you try to add another one or two by selecting it again. To be clear, the LIT RIGHT rotate works fine! LEFT BROKEN, RIGHT WORKS. EDIT: In case it matters, the toolset crashes only at the moment I left click the mouse button to place it within the area.

 

I could reproduce the problem too on the eighth torch (left). I fear the crash is caused by the hook (attachment) point I added in the model, so the flames would follow the rotation. No problems with the torches you push, but crash with the ones you rotate: is it because the pivot was moved?

 

Still looking for the reason, but if I can't understand why, I'm afraid I'll go back to the version with glow only (no flames), at least for a public release...



#139
Lance Botelle

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Hi 4760,

 

After what you said, I tried dumping a lot of RIGHT lit torches, and yes, I can confirm that the RIGHT *DOES* also crash the toolset after a few have been placed. :( That is such a shame as they really do look good when working. Maybe it is something to look at again after dealing with the rest of the package. After all, if you have managed to get the PUSH lit ones working, surely these must also be possible?

 

Anyway, I am about to download the module/hak ... :) I'll try to give some more feedback in a while.

 

EDIT: Downloaded and feedback:-

 

All appears to work just fine! Great work! :)

 

I think the rotating lit torches look great. I am going to keep them installed, as I can use the "crash workaround" to add them to an area ... and if the toolset crashes, I can easily reload if need be ... as long as the torch gets in place OK. :) Of course, if you get them working without the crash, that would be welcome.

 

I will await the next rendition patiently as I can. :) It is a great addition to the game. Well done!

 

Cheers,

Lance.



#140
Lance Botelle

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just thinking about it, Lance, there's three components:

1. the models and their internal workings
2. the 2da and its entries
3. the blueprints / IG-objects and those value fields


each can be thought of as self-contained. That is, An issue could be internal to one, or more of those, or in their purposely slender connections (ie, modular construction )

If the models work for 4760, they're fine; if you're using his 2da rows, they should be fine;


Hi KevL,

Thanks for standing by ... As you can probably see now, it appears to be a line difference due to using a different placeable.2da starting reference, with different standard row numbers!

Cheers,
Lance.

#141
4760

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After all, if you have managed to get the PUSH lit ones working, surely these must also be possible?

I hope so! I'll work on the other levers, the glow and bump maps for the carvings on the buttons, and also on the rigging of the slaads first though.

 

 

 

All appears to work just fine! Great work!  :)

 

 

I think the rotating lit torches look great. I am going to keep them installed, as I can use the "crash workaround" to add them to an area ... and if the toolset crashes, I can easily reload if need be ... as long as the torch gets in place OK.  :) Of course, if you get them working without the crash, that would be welcome.

OK, so let's say we'll finish the other stuff and consider the package ready to go.

 

 

 

 

 

I will await the next rendition patiently as I can.  :) It is a great addition to the game. Well done!

Thanks for taking the time to test and give feedback!

New project at work, I'll probably have less free time but I'll try to have the final release ready for the end of the month.



#142
Lance Botelle

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I hope so! I'll work on the other levers, the glow and bump maps for the carvings on the buttons, and also on the rigging of the slaads first though. OK, so let's say we'll finish the other stuff and consider the package ready to go.
 
Thanks for taking the time to test and give feedback!
New project at work, I'll probably have less free time but I'll try to have the final release ready for the end of the month.


Hi 4760,

EDIT: Just a thought about the torch crash issue ... Can it be anything to do with the fact that these torches start off very low in the area ... right at floor level, compared to the other ones that come into the area at a better height? I just have a crazy idea that the engine crashes if a VFX is trying to be played "out of bounds" as such?

Yes, if the following were possible to get in before final release, great:-

1 ) Fix rotate lit torches (if easy to fix).
2 ) Glowing buttons.
3 ) Remaining four wall levers.

No problem about giving feedback ... I am thankful that you are a good listener. :)

And, OK, you caught my attention with ... "rigging of the slaads first" .... ???

For your info, I have been doing some heavy placeable.2da revisions since your pack and the placeable item pack. I decided to overwrite some lines that had something to do with BCK II (which I don't think are actually used anywhere as far as I can see), and use the item placeable and your lines between 5000 - 6032+ So, any updates won't need me to mess around with those anymore ... or at least, will be much easier to update. :D

Catch you later,
Lance.

#143
4760

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Just a thought about the torch crash issue ... Can it be anything to do with the fact that these torches start off very low in the area ... right at floor level, compared to the other ones that come into the area at a better height? I just have a crazy idea that the engine crashes if a VFX is trying to be played "out of bounds" as such?

Good idea (he he, I had the same and made another version of the torches, without the flames hook point and at the same level as the unlit version), but that's not the reason... The "higher" version crashed on the 12th attempt...

 

 

 

1 ) Fix rotate lit torches (if easy to fix).

Still in the todo list, but I'll finish the levers and the .sef first.

 

 

 

 

2 ) Glowing buttons

 

Should be easy, but let's deal with the levers first.

 

 

 

3 ) Remaining four wall levers. 

 

Here they are:

901-1-1400262360.jpg  901-2-1400262360.jpg

 

 

More to come (maybe three, just need the UVW to be done).


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#144
Lance Botelle

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Hi,

Great job .. :)

I also finished redoing all the blueprints ready to receive the update. :) So, warn me if any of those should change.

Cheers,
Lance.

#145
4760

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6033 to 6036 are already shown in my previous post.

Here is 6037:

901-1-1400280129.jpg

 

6038 looks like this:

901-4-1400280130.png

 

And for 6039, I wanted to see if we could get more details and came with this one:

901-2-1400280130.jpg    901-3-1400280130.jpg

 

Something went wrong with the UV mapping on the handle, I'll fix it later.


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#146
Lance Botelle

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Looks like they are shaping up though ... :)

Good to see.

Lance.

#147
4760

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Here's the list I finally decided to keep:

  1. wooden lever
  2. granite with golden pepite
  3. granite
  4. carved stone
  5. hard wood
  6. sphere (magic wand?)
  7. dragon sculpture
  8. jewelled steel
  9. bone

In the picture below, they appear in the following order (usual reading from left to right, top to bottom):

5    6    7    8    9

   1    2    3     4

901-1-1400365945.png

 

 

No luck with the torches... There are still occasions when the toolset crashes (and I tried with a higher pivot, with/without the hook point for the flames, even reducing the number of faces. I would have been surprised anyway that any of these solutions would have worked: after all, the only difference between the activation by rotating the torch or pushing it is the rotation axis. Y on the first case, Z on the other...)



#148
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EDIT: I forgot to say that I have a "fixed" version of doortypes.2da (that opens in editors OK) available here:-

https://dl.dropboxus...5/doortypes.2DA

Please note, I edited that file for some other reason as well (a tileset add-on I believe), but the standard lines are in place I think. Anyway, it's there if you want it.)

Your version fails to open in 2da Editor.

Thanks, I added the missing column (second one, just after the name).

Weird though, I think I got it from RWS entrances...



#149
4760

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BUTTONS: I have not tested every SEF for the buttons yet, but the ones I saw were good. I look forward to the glow effect. ;)

 

Do they glow enough now?  ;)

901-4-1400415377.jpg     901-5-1400415377.jpg (obviously, they don't when they are pressed down)

 

Yep, as you can see I also made them tintable.

 

901-2-1400409000.jpg

 

The textures will need more work, but at least the possibilities for self-illumination and coloring are now present.

 

Edit:

As shown above, tint and carving can sometimes not give the desired result. It depends on the choice of colors as well as the shape to apply:

 

901-3-1400415377.jpg

 

 

I tried to work on the normal maps to enhance the effect:

901-1-1400415377.jpg

 

Left set of buttons: non tintable version / right: tintable version (all buttons of each set share the same texture and colors).

For each set, the left column is when the inscription comes out, the middle column is with the current normal maps, the right column is when the inscription is carved in.

 

Basically, tinted buttons + carved in inscriptions will be used to show erosion (the text is difficult to make out), and the inscription will need to be the sculpted out version to make it legible.

For non tintable buttons, both versions look nice to me.


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#150
Lance Botelle

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Hi 4760,

It's a shame that the torches are still playing up. :(

On the plus side, the buttons are looking good :) .... but a question ... Have you made the whole button glow, or just the "text" part? i.e. Is it possible to make the SEF part stand out on the placeable button, like a glowing character?

So when a PC encounters a button, the button itself is "normal", but the character on it is "glowing". And when they push the button, the glowing character either stops glowing .... or changes to another colour perhaps, to denote the button is activated.

Does that make sense?

I just wondered if having the SEF character glow or not might be easier than the whole button?

Cheers,
Lance.