Please ask your basic (newbie) questions in here. - by scumble
Krux on 24/3/2005 at 16:48
I can see how to pan and rotate textures, but how do I scale them? If I use the geometry scale tool (I know, I know, use the vertex editor instead) the textures scale with it, and I get bricks that are the size of a man. Sometimes I also want the texture smaller than normal as well. Thanks,
T.
OrbWeaver on 24/3/2005 at 17:06
Quote Posted by Krux
I can see how to pan and rotate textures, but how do I scale them? If I use the geometry scale tool (I know, I know, use the vertex editor instead) the textures scale with it, and I get bricks that are the size of a man. Sometimes I also want the texture smaller than normal as well. Thanks,
T.
Right-click on the surface, choose Surface Properties, then the Pan / Rot / Scale tab of the dialog. Use the scaling buttons to scale the texture.
van HellSing on 24/3/2005 at 22:51
Not directly connected to the editor, but...
How can I edit the fonts in TDS? There are *.dds files for both the Papyrus and GoblinHand fonts in \CONTENT\T3\PCTextures\Fonts\ but don't seem to be used at all - I can even delete them with no effect on the game.
edit: Nevermind, seems I forgot to use Dracflamloc's launcher to switch to game mode, which led to the game using the editor's contents.
Maximius on 25/3/2005 at 14:18
Im trying to install a spiral staircase in the middle of my training FM room. How to I get it to align perfectly with the floor and ceiling? Ive tried raising the step height, the number of steps too, but I cannot get it to align smoothly.
Thanks, max
P.S. If I wanted to start to alter some of the skins, what kind of software would I need to do so? I would like to begin work on a dream Ive had for a while, a DRAGON for thief, not another burrick sub species, which are fine, but a real DRAGON, like the one that lives in my attic. The Kurshok face looks like the place to start, maybe on a magnified rat body that has been covered in darkened Kurshok hide, some gargoyle wings and a long neck. And when Garrett sneaks into his lair for a second time, he will say "Well Thief! I smell you and I feel your air. I hear your breath. Come Along! Help yourself again, there is plenty and to spare!" and Tolkiens ghost will rap me on the head with his walking stick.
Max
scumble on 25/3/2005 at 15:26
All you need is for the height of the room to be the step height times the number of steps - it's just getting the numbers right. Besides, there are a number of meshes for spiral staircases.
Maximius on 25/3/2005 at 16:16
Right, I figured that earlier but I think I had the height of the room wrong to start with.
Thanks, Max
Dark Arrow on 25/3/2005 at 18:18
How do I spawn an object or an AI when I frob a button? I have been trying to figure this out for hours now and nothing seems to work. I'm not sure how I should set up the custom script in the button. I currently have it as it follows:
Conditions:
When I am frobbed by player
Action:
Spawn object type at end of [TriggerScript] at my location plus X=[0.00] Y=[0.00] Z=[0.00], inhering all my links.
What does this action mean? Does it mean that the object that I have linked the button to, will be spawned at the location of the button? Or am I supposed to use the other Spawn action to set the spawntype and the object would appear at the location of where the link leads.
Should I post a new thread or can this be considered as a newbie question?
Krypt on 25/3/2005 at 20:51
Quote Posted by Dark Arrow
How do I spawn an object or an AI when I frob a button? I have been trying to figure this out for hours now and nothing seems to work. I'm not sure how I should set up the custom script in the button. I currently have it as it follows:
Conditions:
When I am frobbed by player
Action:
Spawn object type at end of [TriggerScript] at my location plus X=[0.00] Y=[0.00] Z=[0.00], inhering all my links.
What does this action mean? Does it mean that the object that I have linked the button to, will be spawned at the location of the button? Or am I supposed to use the other Spawn action to set the spawntype and the object would appear at the location of where the link leads.
Should I post a new thread or can this be considered as a newbie question?
You have to link directly to the gamesys archetype for this to work. Find the actor you want to spawn and get the archetype name, then add a TriggerScriptLink (right click, edit links) to whatever object you put the script on and type the archetype name into the TO: field. This will spawn the guy at the button, unless you put in offsets. The way I would set this up is to make a seperate script on the button that sends a trigger message. Then make an invisible marker where you want the guy to spawn and add a script to it that listens for the trigger message and spawns the guy at its location. For this setup you'll need to add the TriggerScriptLink to the marker instead of the button as I described above. Also remember that any scripts on the button need to be added to the button base, not the little button mesh itself. The base is what you actually frob.
Dark Arrow on 25/3/2005 at 21:43
Here is what I have:
A button in the middle of a room.
Button is linked to HauntedHousePuppet with a Spawn link.
Button has the script:
Conditions:
When I am frobbed by player
Actions:
Spawn object type at end of [Spawn] at my location plus X=[0.00] Y=[0.00] Z=[5.00], inheriting all my links
Reset script conditions and actions
When I try it out, a viktoria error pops up.
GameUtils::SpawnActor failed to create a new actor of class (D_794)
SneaksieDave on 25/3/2005 at 21:58
Is there a way to capture the highlight event, instead of frob? So, when a player looks at something, as opposed to frobbing it. I can't seem to find it.