ascottk on 29/6/2009 at 02:43
Quote Posted by massimilianogoi
From the "Compiling The Decoration Class". You'll notice many simliarities, if not the equality, of the class part, especially the inner functions.
Yeah, good luck with that . . .
Quote:
Why?? I was able to do it! Maybe I could write the tutorial on the Flesh wiki.
More than one skin?
massimilianogoi on 29/6/2009 at 04:48
Quote Posted by ascottk
Yeah, good luck with that . . .
Thanks! :)
Quote Posted by ascottk
More than one skin?
Yeah!!
Ziemanskye on 29/6/2009 at 17:35
Massi - have you ever tried to ucc anything?
I did, and as far as I remember (it was a long time ago) it just gave me a whole load of "Cannot find" style errors, because our stuff needs really low level core, engine, and actor classes to be able to compile properly.
And we don't have the uc files for those parts of Thief3. As far as I know you can't just ucc stuff in isolation - you might only compile the new classes, but it still has to check everything it might inherit from or interface to.
Still, if it does work, I'd love to know what you did to make it work.
As for getting muliple skins to work with the T3ed actorX tool - I think it really would be useful for you to write a full tutorial on it, since I know ascottk isn't the only one having trouble with it.
massimilianogoi on 29/6/2009 at 22:00
Quote Posted by Ziemanskye
Massi - have you ever tried to ucc anything?
I did, and as far as I remember (it was a long time ago) it just gave me a whole load of "Cannot find" style errors, because our stuff needs really low level core, engine, and actor classes to be able to compile properly.
And we don't have the uc files for those parts of Thief3. As far as I know you can't just ucc stuff in isolation - you might only compile the new classes, but it still has to check everything it might inherit from or interface to.
Still, if it does work, I'd love to know what you did to make it work.
As for getting muliple skins to work with the T3ed actorX tool - I think it really would be useful for you to write a full tutorial on it, since I know ascottk isn't the only one having trouble with it.
Ok I'll see further to write a tutorial, now I am stuck with the university. It's tests time.
And for what means the ucc, well maybe I can better explain something:
Let's take the cat:
Quote:
//=============================================================================
// D_780.
//=============================================================================
class D_780 extends D_775;
classproperties
{
ClassVisibleName="Cat"
ClassPlaceableStatus=TRUE
}
defaultproperties
{
Begin Links
Begin SourceLinks
Begin Link
Point=
T3Gamesys.D_2485 Begin LinkObject Class=
VulnerabilityLinkDataObject Name=
VulnerabilityLinkDataObject__16 Name="
VulnerabilityLinkDataObject__16"
End LinkObject
End Link
Begin Link
Point=
T3Gamesys.D_1634 Begin LinkObject Class=
TriggerScriptLinkDataObject Name=
TriggerScriptLinkDataObject__0 m_name="Blood"
Name="
TriggerScriptLinkDataObject__0"
End LinkObject
End Link
Begin Link
Point=
T3Gamesys.D_2159 Begin LinkObject Class=
HitSpangLinkDataObject Name=
HitSpangLinkDataObject__1 Name="
HitSpangLinkDataObject__1"
End LinkObject
End Link
End SourceLinks
End Links
AnimationSpeedMultiplier=0.750000
AnimalType=ANIMAL_Cat
VoiceTag="cat"
RagdollTag="cat"
SkeletalTag="cat"
CollisionRadius=11.000000
CollisionHeight=12.000000
TriggerScripts(0)="
TS_3271"
}
The blue ones are the identificators in the T3Gamesys.t3u, and they disinguishes the classes requested, the red ones are the name of the class, and the green one is the name of the triggerscript used by the cat.
It's clear that all this file have to be installed in the proper folder where take place the ucc compiler. This would be obviously a hacking. I've still to experiment it, but I am optimist.
ascottk on 30/6/2009 at 19:09
Just so we're on the same page . . .
I'm not talking about multi-material meshes (& not to confuse "skin" with rigging a skeleton) when I'm talking about adding skins to an AI with ActorX. This is what I'm referring to:
I realize we have a communication problem and a terminology problem (skin as in changes a mesh's appearance, NOT skin as in rigging a skeleton). And I know from your previous postings you had trouble with multiple materials on the robot which was solved by attaching the meshes.
If you did figure it out, post a tutorial on this forum before adding to the wiki since the wiki is FUBARed. Also it'll allow us to discuss the tutorial for problems.
massimilianogoi on 30/6/2009 at 23:25
Quote Posted by ascottk
...I realize we have a communication problem and a terminology problem (skin as in changes a mesh's appearance, NOT skin as in rigging a skeleton)...
I well know what changing skin is.
Quote Posted by ascottk
If you did figure it out, post a tutorial on this forum before adding to the wiki since the wiki is FUBARed. Also it'll allow us to discuss the tutorial for problems.
OK, I'll surely do this :)
P.S.= what it means for fubared??
ascottk on 30/6/2009 at 23:43
Quote Posted by massimilianogoi
P.S.= what it means for fubared??
F**ked Up Beyond All Recognition . . .
massimilianogoi on 1/7/2009 at 00:07
haha
ascottk on 4/7/2009 at 02:33
I found another command:
ToggleGravity
It only works with physics enabled smesh actors. But don't jump or it'll crash (at least on my system)!
I tried it out on the Inn & the first sign you see near the guard started floating around its pivot!
massimilianogoi on 4/7/2009 at 04:10
Quote Posted by ascottk
I tried it out on the Inn & the first sign you see near the guard started floating around its pivot!
!!!!
Can you better explain it? What happens to the guard? And how you use that command?