gigagooga on 20/1/2015 at 17:14
Quote Posted by cardia1
i´m still unable to freeze the ai creatures, is there not another way to freeze them?
It would greatly help me to help you, if you told me even a little hint of what you are actually doing to not make it work.
Kurhhan on 20/1/2015 at 17:53
Thx, also found one in Thief Enhancement Pack 2.0.
Folded hammers cloth is not available i think.
Random_Taffer on 20/1/2015 at 19:13
Quote Posted by Kurhhan
Folded hammers cloth is not available i think.
You might be able to re-skin already made folded cloth objects. Shouldn't be too tough.
Yandros on 20/1/2015 at 20:33
Pedro, it's really simple -
1. Make an AI.
2. Add the metaprop M-PosedCorpse.
Now it should look and act like a dead body.
3. Add the Creature > Current Pose property and change the tag and put a number between 0.0 and 1.0 in for Frac to see different poses. The values you can use for Tag is just a normal motion tag like you would use in a conversation, like Conv 32 or IdleGesture 0. (
http://www.ttlg.com/forums/showthread.php?t=50326) This thread lists all the standard ones with descriptions.
4. Add the FrobInert metaproperty, or else add Engine features > Frobinfo and deselect everything.
5. You might also want to add the M-MaterialStone metaprop so it sounds like stone when you hit it with the sword.
Cardia on 20/1/2015 at 21:41
Quote Posted by Yandros
Pedro, it's really simple -
1. Make an AI.
2. Add the metaprop M-PosedCorpse.
Now it should look and act like a dead body.
3. Add the Creature > Current Pose property and change the tag and put a number between 0.0 and 1.0 in for Frac to see different poses. The values you can use for Tag is just a normal motion tag like you would use in a conversation, like Conv 32 or IdleGesture 0. (
http://www.ttlg.com/forums/showthread.php?t=50326) This thread lists all the standard ones with descriptions.
4. Add the FrobInert metaproperty, or else add Engine features > Frobinfo and deselect everything.
5. You might also want to add the M-MaterialStone metaprop so it sounds like stone when you hit it with the sword.
Alright, this time it worked, thank you Russ
i´m sjust missing the m-material, under which category can i find that setting?
Random_Taffer on 20/1/2015 at 22:56
It's Properties > Schema > Material Tags
Set it to Material Stone.
Xorak on 21/1/2015 at 02:36
I'm a very simple man, all I'd like for Christmas is an object like this
Inline Image:
https://dl.dropboxusercontent.com/u/47566501/like.jpgand this
Inline Image:
https://dl.dropboxusercontent.com/u/47566501/like2.jpgThe first one would be a 16 cylinder, (with an outer core of 12 and an inner core of 10 just as a dromed comparison, with a thickness of 2 units.) The cement textured face (including the bottom) would be a Replace0 texture, the red texture Replace1 and the cobblestone texture inside would be Replace2. The Replace1 and Replace2 textures would also wrap along the cylinder.
The second one is also a 16 sided cylinder, with Replace0 on the brick facing and all other parts you can't see, and Replace1 on the cement interior.
And if you're feeling mighty adventurous, then bam check out this bad boy indeed. I have just the thing to test your skills and sharpen your wits.
Inline Image:
https://dl.dropboxusercontent.com/u/47566501/like3.jpgHere we have a 16 sided cylinder inside a rectangle. The brick portion would be Replace0, the cement Replace1 (including the underside part of it), the inside Replace2, and any other edges are also Replace2.
My skills in Animator aren't even up to the level of doing anything with these once I export them with the wr_export_obj command. I'd have to spend several days learning Animator again. So any help would be appreciated; to save a newb some time. And then we can all have them. Share and share alike, that's what I say.
Will trade textures for objects.
Cardia on 21/1/2015 at 14:09
Quote Posted by Random_Taffer
It's Properties > Schema > Material Tags
Set it to Material Stone.
Thank you Random Taffer :thumb:
R Soul on 21/1/2015 at 17:46
I'll do them, but the first one looks a bit odd. Is the curve meant to extend below what would be the base of a semicircle? And how how representative is the texture mapping in those images?
Xorak on 21/1/2015 at 22:48
The first one is supposed to be a half circle, it looks odd because of the angle I was trying to show the textures. And the texturing in those examples is meaningless.