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Buttons & Levers (For Floors and Walls)


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#151
4760

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

Yes, all the more so as it's kinda random. I tried again earlier, and this time reached the 18th torch before the toolset crashed.

 

 On the plus side, the buttons are looking good  :) .... but a question ... Have you made the whole button glow,

Yes, that means only one texture to add.

 

 

 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?

To have only the text highlighted, I would need one more texture per character, but that's feasible.

 

 

 

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.

 

To achieve this, consider doubling the number of .sef files you need: one for the deactivated (glowing) button, and one for the activated (not glowing) button. And of course, we'll need to add a few lines of code in the script dealing with the activation/deactivation of the button. Why not?



#152
Lance Botelle

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Yes, all the more so as it's kinda random. I tried again earlier, and this time reached the 18th torch before the toolset crashed.
 
Yes, that means only one texture to add.
 
To have only the text highlighted, I would need one more texture per character, but that's feasible.
 
To achieve this, consider doubling the number of .sef files you need: one for the deactivated (glowing) button, and one for the activated (not glowing) button. And of course, we'll need to add a few lines of code in the script dealing with the activation/deactivation of the button. Why not?


Hi again,

If it's not asking too much, then that would be rather cool. ;)

Thanks for the work you are putting into this. I, for one, definitely appreciate it, and will make sure I find a use for them in my module before its release. I already have a couple of ideas. :)

Lance.

#153
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He he he. So, something like this would fit?

901-1-1400513282.jpg

View from far.

 

901-2-1400513283.jpg

Close look. See how the bottom row is difficult to read (same special effect for the A, except the glow map is not applied).

 

901-3-1400513283.jpg

Glowing A disappeared when the button is pressed (but of course reappears when it's back to the initial position).

 

 

On a side note: the model needs to have by default a glow (self-illumination) map (even if all black, which is what I did here) if you want the special effect applying a different glow texture to work!


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#154
Lance Botelle

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Excellent!

Yes, those buttons appear exactly like I thought they would.

Great stuff! :)

Lance.

#155
Lance Botelle

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Hi 4760,

While I was using the toolset, I clicked on the "Hell Hound" template and my toolset crashed. I had not noticed this before and traced it back to what appears to be a problem with some blueprints I have added: Hellfire Skeletons:-

http://nwvault.ign.c...es.Detail&id=44

Now, this problem may be totally unrelated, but I wondered if it may give a clue as to why the torches are also crashing the toolset as the SEFs used are similar, in that they relate to "fire".

Do you have this monster addition added to your toolset too?

If not, maybe you can get a clue from the SEFs used that pack that are also causing the problem.

VERY IMPORTANT: I actually currently have the version that came with this pack:-

http://nwvault.ign.c...ed.Detail&id=37

I am going to download the original version to see if there is any difference in the SEF design. EDIT: I have compared the file dates and sizes and they look identical. Therefore, I do suspect the problem will lie somewhere in the SEF design itself.

 

EDIT: I replaced the files anyway and the toolset no longer crashes when looking at the Hell Hound! Not sure what the difference was, because thy looked identical!

 

NOTE: The toolset also crashed when I tried to open the SEF effect for the skeletons from this pack, but now it works fine!

 

Just a thought,

Lance.
 



#156
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Do you have this monster addition added to your toolset too?

Yes, but it doesn't crash my toolset.

 

If not, maybe you can get a clue from the SEFs used that pack that are also causing the problem.

VERY IMPORTANT: I actually currently have the version that came with this pack:-

http://nwvault.ign.c...ed.Detail&id=37

I am going to download the original version to see if there is any difference in the SEF design. EDIT: I have compared the file dates and sizes and they look identical. Therefore, I do suspect the problem will lie somewhere in the SEF design itself.

 

EDIT: I replaced the files anyway and the toolset no longer crashes when looking at the Hell Hound! Not sure what the difference was, because thy looked identical!

I had a quick look some time ago at this pack too, and decided not to use it in the end. Maybe that's the reason why the SEF work for me but not for you?

 

 

NOTE: The toolset also crashed when I tried to open the SEF effect for the skeletons from this pack, but now it works fine!

Yep, no problem opening the effects from the hellfire skeletons pack.

 

Regarding the rotating torches, I'm afraid I don't know what to do to fix the problem. It works fine for the version you push, there's no problem in game, I usually can add several of them before the toolset crashes... What I didn't check yet was to add say 5 or 6, add another placeable or two, then add again several torches, and so on...



#157
Lance Botelle

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Hi 4760,
 
According to my dropbox changed file data, it may have been the file called "fx_eye_trail_fire.tfx" that was causing the problem for me. When I compared the new and old file, it seemed my older version was, in fact, a blank file! :o

It was the only other version on dropbox, so who knows how that ever became blank.

Cheers,
Lance.

Regarding the rotating torches, I'm afraid I don't know what to do to fix the problem. It works fine for the version you push, there's no problem in game, I usually can add several of them before the toolset crashes... What I didn't check yet was to add say 5 or 6, add another placeable or two, then add again several torches, and so on...


Yes, this is how I am doing it now. :)

#158
Lance Botelle

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Hi 4760,

Any update on when the glowing buttons might be available to download?

Cheers,
Lance.

#159
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Hi Lance,

 

I hope to finish the four sets of visual effects (ice glow, fire glow, carved in and bumping out appearances) along with a third alphabet (Old English) during the week-end. I can't upload pictures of how it will look like at the moment, I'll try later.


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#160
kamal_

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Ye Olde Button :)

#161
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As promised, here below some screenshots for the ice and fire glows:

 

901-1-1400865893.jpg 901-2-1400865893.jpg 901-3-1400865894.jpg

901-4-1400865894.jpg


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#162
Lance Botelle

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Hi 4760,

Absolutely superb!

That beats my having to sort out an "on exit toolset crash" due to a dodgy arrangement of "include" files I had. I finally found the problem and sorted it. Phew!

Lance.

#163
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I needed a break from all these glow and normal textures! So I decided to add some other animated placeables:

901-1-1400927882.jpg  901-2-1400927882.jpg

 

and made them activable from a lever or button that was not necessarily belonging to the statue (as is the case for the kneeling giant with his axe).

 

So, to be able to get the bow:

901-3-1400927883.jpg

 

901-4-1400927883.jpg

 

you need to activate the right object, or you get the message above...

 

For this example, I put a button on the belly of the statue (see second picture) or a lever at the base.  ;)

 

Fun's over, back to .sef...



#164
Lance Botelle

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Hi,

 

They look good!

 

Are we going to be blessed with those in the package too? :)

 

Cheers,

Lance.



#165
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I guess so...  ;)

I wrote some explanations on how to use all this, do you mind checking it out and advise where it's unclear or corrections have to be done? (it's here).



#166
Lance Botelle

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I guess so...  ;)
I wrote some explanations on how to use all this, do you mind checking it out and advise where it's unclear or corrections have to be done? (it's here).


Hi 4760,

OK, I will check out the instructions.

By the way, I tried the statue that drops the axe, and it drops it *behind* itself at the moment. EDIT: Always NORTH at the moment. I am not sure if it is something to do with some change I made though, so I mention it just in case it is not just me.
Cheers,
Lance.

#167
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It's probably because you've got the first version of the script: all the statues now drop the weapon where you expect they would!



#168
Lance Botelle

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It's probably because you've got the first version of the script: all the statues now drop the weapon where you expect they would!



Hi 4760,

Below is the bit of code from your script at current ...

Cheers,
Lance

// calcul de la position où créer l'objet libéré par l'activation
			vector vCoordinates = GetPositionFromLocation(lWhere); // position de la statue
			vector vOffset; // position RELATIVE de l'objet à créer par rapport à la statue
			vOffset.x = 0.68 * GetScale(oSELF, SCALE_X);
			vOffset.y = 2.9 * GetScale(oSELF, SCALE_Y);
			vOffset.z = 0.0;
			float fFacing = GetFacing(oSELF) - 90.0; // alignons l'objet avec la statue
			if (fFacing < 0.0) fFacing += 360.0; // restons dans l'intervalle [0 ; 360[
			lWhere = Location(GetArea(oSELF), vCoordinates + vOffset, fFacing);
			// l'animation dure 4 s : attendons le temps suffisant avant de créer l'objet
			DelayCommand(4.0, ActionCreateObject(OBJECT_TYPE_PLACEABLE, sCreateWeaponPLC, lWhere));


#169
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And here's the version you'll get soon:

			// calcul de la position où créer l'objet libéré par l'activation
			vector vCoordinates = GetPositionFromLocation(lWhere); // position de la statue
			vector vOffset; // position RELATIVE de l'objet à créer par rapport à la statue
			float fFacing = GetFacing(oSELF) - fHeading; // alignons l'objet avec la statue
			 // restons dans l'intervalle [0 ; 360[
			if (fFacing < 0.0) fFacing += 360.0;
			if (fFacing > 360.0) fFacing -= 360.0;
			vOffset.x = fDistance * cos(fFacing + fAngle) * GetScale(oSELF, SCALE_X);
			vOffset.y = fDistance * sin(fFacing + fAngle) * GetScale(oSELF, SCALE_Y);
			vOffset.z = 0.0;
			lWhere = Location(GetArea(oSELF), vCoordinates + vOffset, fFacing);
			// l'animation dure quelques secondes : attendons le temps suffisant avant de créer l'objet
			DelayCommand(fDuration, ActionCreateObject(sCreateWeaponPLC, sCreateWeaponIT, lWhere));

As you can see, I'm also taking into account the heading of the statue now.



#170
Lance Botelle

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Hi,

The PDF looks reasonable enough to me .... no glaringly obvious  errors. :) There was one sentence that needs male the > make these ... as in:-

"Finally, to male the make these more visible if necessary, the buttons also support the glow (self illumination). The blueprints will therefore list the following buttons:"

 

However, I have been using them for the past few weeks, so I might be biased ... although I think it's good.

 

EDIT: AH! Thanks for the edited version of your code ... I am updating mine now ... saved me looking at it any further. ;)

EDIT 2: ... Actually, I will have to wait, as I don't have "fheading" information yet.

 

UPDATE: Found the code needed ... posted in the next post for you.

 

EDIT 3: A really minor point .... On the statue that falls over and breaks apart, you can "see" through its broken neck to the floor. Is it easy to "seal" this part of the model so it is solid and cannot be seen through?

 

Cheers,

Lance.



#171
Lance Botelle

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Hi 4760 (Can I call you by the name in the PDF?)

I found this bit of code may be helpful (may need a little tweaking):-

EDIT: I found the numbers needed ... :) Also, a delay of 2 seconds to create works well.

Uses the official #include "x0_i0_position" include.

I have left debug feedback to, potentially, help tweak values.

Cheers,
Lance.
 

// CALCULATE THE POSITION OF THE OBJECT FALL			
float fAngle = GetFacing(OBJECT_SELF) - 12.0;	// POSITION CREATED RELATIVE TO SELF
float fAngle2 = GetFacing(OBJECT_SELF) - 90.0;	// ORIENTATION OF OBJECT CREATED						
//SendMessageToPC(GetFirstPC(),"ANG1> " + FloatToString(fAngle));
//SendMessageToPC(GetFirstPC(),"ANG2> " + FloatToString(fAngle2));

location lWhere = GenerateNewLocation(OBJECT_SELF, 3.0, fAngle, fAngle2);	


#172
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Hi 4760 (Can I call you by the name in the PDF?)

Sure  :)

 

 

 

Actually, I will have to wait, as I don't have "fheading" information yet.

fHeading is a 90 for the giant with the axe. Here's an extract of the latest script, with the comments.

	float fAngle =  GetLocalFloat(oSELF, "fAngle"); // angle (in degrees) between the pivots (0 means facing North)
	float fHeading =  GetLocalFloat(oSELF, "fHeading"); // angle (in degrees) between thedefault position of the weapon to create (flat placeable from Kivinen's hak) and the orientation we're expecting


#173
Lance Botelle

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Sure  :)


Thanks!

fHeading is a 90 for the giant with the axe. Here's an extract of the latest script, with the comments.<SNIP>


Check out my lines of code above and/or below. Only three lines of easy code to get what we need. :) This is all you need with x0_i0_position as an include:-
 
float fAngle = GetFacing(OBJECT_SELF) - 12.0;	// POSITION CREATED RELATIVE TO SELF
float fAngle2 = GetFacing(OBJECT_SELF) - 90.0;	// ORIENTATION OF OBJECT CREATED
location lWhere = GenerateNewLocation(OBJECT_SELF, 3.0, fAngle, fAngle2);	
Cheers,
Lance.


OR MY COMPLETE VERSION .... (I know you are working on a more involved version, but those three lines I mention are the main point I am trying to make. :) )

EDITED IN A "CLANG" ON DROP AND NO LONGER USEABLE
 
#include "x0_i0_position"

// CREATE THE PLACEABLE OBJECT HERE
void ActionCreateObject(string sPlaceResRef, location lWhere);
void ActionCreateObject(string sPlaceResRef, location lWhere)
{	
	CreateObject(OBJECT_TYPE_PLACEABLE, sPlaceResRef, lWhere);
	PlaySound("it_metalbluntlrg", TRUE);
}

void main()
{      	
	int iDONE = GetLocalInt(OBJECT_SELF, "DONE");		
		
	// GET ITEM PLACEABLE CREATION DETAILS
	string sPlaceResRef = GetLocalString(OBJECT_SELF, "DropPlaceItem");	   
	
    if (!iDONE)
    {
		float fDuration = GetLocalFloat(OBJECT_SELF, "fDuration");		
		ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE, fDuration);
		
		if (sPlaceResRef != "")
		{
			// CALCULATE THE POSITION OF THE OBJECT FALL			
			float fAngle = GetFacing(OBJECT_SELF) - 12.0;	// POSITION CREATED RELATIVE TO SELF
			float fAngle2 = GetFacing(OBJECT_SELF) - 90.0;	// ORIENTATION OF OBJECT CREATED						
			
			//SendMessageToPC(GetFirstPC(),"ANG1> " + FloatToString(fAngle));
			//SendMessageToPC(GetFirstPC(),"ANG2> " + FloatToString(fAngle2));
			
			location lWhere = GenerateNewLocation(OBJECT_SELF, 3.0, fAngle, fAngle2);					
			DelayCommand(2.0, ActionCreateObject(sPlaceResRef, lWhere));
		}
	}
	
	// SET DONE
	SetLocalInt(OBJECT_SELF, "DONE", 1);
	SetUseableFlag(OBJECT_SELF, FALSE);
}


#174
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EDIT 3: A really minor point .... On the statue that falls over and breaks apart, you can "see" through its broken neck to the floor. Is it easy to "seal" this part of the model so it is solid and cannot be seen through?

Fixed.



#175
Lance Botelle

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Fixed.


Wow! That was quick! :)

Lance.