Please ask your basic (newbie) questions in here. - by scumble
Judith on 10/1/2006 at 17:40
Quote Posted by veledan
That sounds fun :D What method are you playing with? Is it an applied force or do you have more control?
1. Try to play with items under
Actor - WorldObj and stick it to the door with
RiggidAttachment link. Then, in door's "actor links" window select the item, "edit link" option, and open both
m_translationOffset and
m_rotationOffset, try to have fun with that. It's actually quite easy, because the values are relative to the door location, not the absolute position in the level - 0,0,0 is the pivot point in the lower left corner.
e.g. i changed
GenDoorHandle position in all doors in my level:
Code:
GenDoorHandle__0
m_rotationOffset
Pitch: -16500
m_translationOffset
X: 2.5
Z: 14
Isn't it better and more thief-like? :)
But the best thing is that you can attach and position any object from
WorldObj category - all you have to do is give it relevant properties. Just examine the
door class properties (not your door) responsible for actor, movement and physics, then add them to the object you'd like to attach.
Oh, one more thing, positioning through links'
m_rotationOffset and
m_translationOffset is not visible under T3Ed, you have to rebuild and play your level to see it. But there's nothing to worry about, you can do the same under the object's normal properties and see it immediately (but of course in the game it won't work). All you have to remember that the values here are absolute, so it's best to place your door in the level first, then write down the initial numbers, try out the best position of the object, substract the initial values and finally put the results in links' properties. :)
Sorry, I don't have enough time to descibe the method for flying objects, gotta go back to work :)
Ziemanskye on 10/1/2006 at 19:28
You should be able to see the offsets - try moving the door or whatever it's attached to a couple clicks away and back, tends to update most of the link properties.
prustage on 10/1/2006 at 20:06
It may seem a strange request but is there any way of making the light gem invisible? - that is not just non-reactive but completely absent from the screen?
STiFU on 10/1/2006 at 20:36
That is very easy! Just have a look at your t3hud.ini there is an entry called HUDItem_LightGem and there are coordinates under it. Just edit the coordinates so, that the lightgem is offscreen. there are still some further things i think that you will have to move, but i don't know which right now.
Duco on 10/1/2006 at 20:39
Well, thanks for answers, I have 3d studio max5 however, I'm a true beginner ati it. Anyway, I'll just try to add some static meshes and then add that form inside the meshes so the form won't stick to the roof at all.
prustage on 10/1/2006 at 20:43
I thoroughly agree with the idea of having a newbie section but wonder if now it isnt getting a bit overloaded?
It seems quite a few of the questions posted are from members who really arent total newbies any more. Perhaps they are hesitant about starting new threads?
One of the effects is that the useful thread structure is lost and related posts arent really grouped together in a way that would make it easier to find previous stuff that you may want to see.
Perhaps an administrator might like to create a few useful categories like Brushes, Meshes, AIs, Scripts, Lighting, Sounds etc?
Please tell me I'm out of order if that isnt a good idea - I really AM a newbie to this forum.
veledan on 10/1/2006 at 21:47
Quote Posted by prustage
I thoroughly agree with the idea of having a newbie section but wonder if now it isnt getting a bit overloaded?
I agree this thread is becoming a bit too bloated to be useful. Almost any procedural question goes in here and you can find the answers to most questions by searching this thread but it has long been a more laborious procedure than it would have been if questions were asked/discussed in separate threads.
The advantage is that we don't get lots of duplicate threads (not that the forum is terribly busy)
As for splitting it up into topics, well it would be more useful to update the wiki with all the information but that is a
big job. And for that matter the wiki could do with some organisation too, and for a while I've had an idea of making a cross-referenced index page for the topics covered in its various articles, but we are all heads-down on our FMs at the moment and it isn't likely to get done before C7 I'd say.
EDIT: Cheers for the details Judith. I'm gonna have a play with it now :)
prustage on 11/1/2006 at 17:47
Is there an easy way of moving the viewpoint when editing in T3ED? At the moment I am using the mouse in 3D view to "fly" from one place to another which is becoming tedious. In DromED one of the right click options in the 2D viewports was to "move viewpoint to here". Is there an equivalent in T3ED?
Also, is there a way of running the game starting from the editor's viewpoint rather than the player start position? I seem to remember that this was also an option in DromED.
Ziemanskye on 11/1/2006 at 17:50
Don't know about just moving the camera in one click, but you can drag the camera actor (an eyeball with an arrow, but you might end up with a lot of them at the same place, which aren't the actual camera - it'll be in the level where you expect it to be) . It moves like anything else.
As for starting where the camera is...
I can't think why you'd want to, I just move the player start point around or ghost about the place.
veledan on 11/1/2006 at 19:26
I've finally added my first AI to my FM but I can't get him to climb stairs to a platform made of meshes in a semi-open area when chasing Garrett.
My stairs started as static meshes. I tried turning off navmesh (both ways) on the meshes and replacing it with a smoother navmesh from an inclined navmesh subtraction volume. I tried turning off all physics from the stairs and adding a smooth invisible BSP plane for the AI and Garrett to climb. Garrett climbed OK but the AI still made futile threats for him to come down. I added another nav sub volume to separate the lower side of the stairs from the floor and now my AI runs correctly around the base to get me if I am standing only a few feet up but he still won't follow more than 5 feet up. I have made the navmesh and the incline 10 feet broad in case he just doesn't like narrow gangways but he won't be tempted. I explored his inherited properties right up to Pawn but didn't spot anything obviously relevant.
Any suggestions, friends? This is my first FM and I've not used AIs before so I'm hoping I've missed something obvious.