|
by ZeXLR8er » Thu Dec 16, 2004 7:50 am
Have a modding question that needs answering? Ask here!
Please make sure read the modding FAQ before posting, because the answers to your questions are probably there already. 
-

ZeXLR8er
- Moderator
-
- Posts: 480
- Joined: Tue Jan 20, 2004 8:03 am
by Grim Reaper » Thu Dec 16, 2004 6:42 pm
Could it be possible to make side-view mod of Notrium and make only the upper body turn where the mouse points, and when the view angle of the character is within a certain area (e.g. 0-180 degrees), the character/character's upper body flips (becomes a mirror image of itself)?
Hope someone understood that...  (I'm not good at explaining this kind of things  )
-

Grim Reaper
-
- Posts: 1970
- Joined: Mon May 17, 2004 8:13 pm
-
by Quanrian » Thu Dec 16, 2004 7:07 pm
Sure it's possible. You put the torso on the middle layer which is what uses the direction of the mouse. The lower layer uses the direction of the keyboard and the top layer which is where the head usually goes uses none. The middle layer is automatically going to swivel a bit when the player walks. You'll want to line up the bottom of the waist with the top of the hips/legs.
However I have to warn you I tried that setup originally and it does not look good due to the fact the torso will rotate straight down. However if you're going for more of a ragdoll than realism look that shouldn't be a problem.
-

Quanrian
- Admin
-
- Posts: 579
- Joined: Sat Aug 16, 2003 2:56 pm
-
by Grim Reaper » Thu Dec 16, 2004 7:12 pm
Could you make a tutorial about side-view modding things in the FAQ?
-

Grim Reaper
-
- Posts: 1970
- Joined: Mon May 17, 2004 8:13 pm
-
by Quanrian » Thu Dec 16, 2004 7:25 pm
It's a good possibility. However I'll probably be pointing out things to check in my mod, which of course is not finished yet. There is a small chance by the time I get out a new version of a Modding Faq plenty of other people will have figured out how to do it. I think the main thing is that it's established now that it 'is' possible as opposed to impossible to do different views other than top-down/birds-eye.
-

Quanrian
- Admin
-
- Posts: 579
- Joined: Sat Aug 16, 2003 2:56 pm
-
by LunaticNeko » Sat Dec 18, 2004 4:19 am
Is there a way to use ragdoll effect for deaths? (like 'Karma' in Unreal Engine) The corpse rolls around and hits the rock or so.
-

LunaticNeko
-
- Posts: 169
- Joined: Fri Dec 19, 2003 2:48 pm
-
by Quanrian » Sat Dec 18, 2004 7:16 am
I'd say yes it is possible to do some kind of ragdoll effect. A creature's corpse however cannot be moved. I couldn't tell you how to go about it sadly. I'm just fairly sure it could be done to some capacity. It's very doubtful you'll be able to accomplish anything too sophisticated. You may be able to simulate some moderately convincing physics. If you can manage it, I'm sure others will be interested to know how you did it 
-

Quanrian
- Admin
-
- Posts: 579
- Joined: Sat Aug 16, 2003 2:56 pm
-
by Doogsy » Mon Dec 20, 2004 3:45 am
Is it possible to change a terrain tile that an item/object/creature is on during the game. This could make for some cool effects and items I have in mind.
-

Doogsy
-
- Posts: 147
- Joined: Fri Nov 07, 2003 11:37 am
-
by Casanova » Mon Dec 20, 2004 4:54 am
I dont think that is possible, but you could use a changing plot object that looks like the terrain.
-

Casanova
-
- Posts: 219
- Joined: Mon Jun 21, 2004 7:10 am
-
by Idiota » Thu Dec 23, 2004 5:10 pm
- Code: Select all
1;//identifier 1;//class bullet0.png;//bullet texture 1;//bullets at one shot 0;//stop at hit 0=stop where hit, 1=don't stop 0.000000;//bullet size 0.100000;//spread 50.000000;//bullet speed 50.000000;//time until bullet disappears 500;//fire rate 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue -1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat none;//hit effect sound 1.000000;//push target back -0.010000;//push shooter back groan2.wav;//fire sound claws0_hit.wav;//hit sound 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon begin_wield_conditions; end_wield_conditions; begin_fire_effects; 4;//effect number -2.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_fire_effects; begin_hit_effects; 4;//effect number -2.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 23;//effect number -1.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 500.000000;//parameter4 end_hit_effects;
I want to make a poison weapon, but it doesn't work, can somebody please tell me why?
-

Idiota
- Admin
-
- Posts: 994
- Joined: Fri Jun 18, 2004 11:39 pm
-
by Marevix » Fri Dec 24, 2004 4:04 am
Quote from Map Relocation Modification thread-
Marevix wrote:Alright, I'm running into a problem testing my battery graphic. I found a Duracell battery graphic online (pm me if you want the url), made it transparent, and resized it to 64x62 (wouldn't resize to 64x64). I replaced the battery's texture in items.dat to the battery graphic. It points to dura_battery.png. In the textures folder, under a subfolder labeled Map Relocation Mod, the graphic is labled dura_battery.png. In-game, the battery graphic displays alphanumeric ASCII. Anyone know what I'm doing wrong?
-

Marevix
-
- Posts: 205
- Joined: Wed Sep 17, 2003 11:22 pm
-
by Quanrian » Fri Dec 24, 2004 9:28 am
The alpha numeric bit is because you didn't associate your graphic properly. That is the only time that happens is if it can't find the graphic for something. Make sure you named the file exactly as you associated it and your texture subfolder is the exact same name as the one you're using for your mod in the data folder. Basically though it doesn't exist to notrium so it's using a filler graphic.
-

Quanrian
- Admin
-
- Posts: 579
- Joined: Sat Aug 16, 2003 2:56 pm
-
by Marevix » Fri Dec 24, 2004 6:40 pm
I got it to work by removing the .png extension at then end of the graphic- it works now. Thanks, Quanrian.
-

Marevix
-
- Posts: 205
- Joined: Wed Sep 17, 2003 11:22 pm
-
by Idiota » Fri Dec 24, 2004 7:41 pm
How do I delete the AI-mode line in the upperleft corner of the screen?
-

Idiota
- Admin
-
- Posts: 994
- Joined: Fri Jun 18, 2004 11:39 pm
-
by ZeXLR8er » Sat Dec 25, 2004 12:33 am
Yes, that would be very handy.
-

ZeXLR8er
- Moderator
-
- Posts: 480
- Joined: Tue Jan 20, 2004 8:03 am
Return to Notrium Modding
Who is online
Users browsing this forum: No registered users and 1 guest
|
|