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Topics - DraconisFantasy

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1
Game Help / Character is Pitch Black in Certain Areas
« on: August 31, 2019, 01:43:54 am »
 Hello everyone,

 My friend and I were exploring maps, when suddenly her character glitched out and parts of the character's body became black.

Example:



 My friend replaced everything in her textures folder with the original files, but nothing seems to be working. Does anyone know how to fix this problem?

2
Game Help / Map Maker: Mask Issues
« on: August 13, 2019, 11:56:16 pm »
 Hello everyone,

 A friend of mine is currently working on a single layer map mask, and it keeps giving off a glowing effect; despite it not being a 6-layer mask. She and I tried to figure it out, but we ran out of ideas. It only appears to glow in areas that are blurred, which is very strange, and it's something I have never experienced before.

 Has anyone had this problem before? If so, have you been able to solve it?

Things we've tried:

 1. She has tried coloring the blurred area black but had no success.

 2. She has deleted the map mask and re-exported it. This held no success.

 3. She has deleted the height map in-game and re-typed it. Still nothing.

 4. Screaming very loudly. If only.

3
Game Suggestions & Ideas / Three Things I'd Like to See in New FH
« on: July 11, 2019, 10:03:34 pm »
 Hello all, just posting two thoughts I've had for FH since the source code has been found, and a suggestion a friend of mine made during a Discord discussion.

 1. Real-time height map and mask creation.

  I would love it if Feral Heart was able to have real-time height map creation. It gets really exhausting going back and forth to check your height map and seeing it not to your liking. Being able to see the terrain elevate in-game while you work on it would make life so much easier. Perhaps if it's possible maybe make it where we can just elevate and lower the terrain while in the map creator. Maybe call it the "molding" section, where you manipulate the terrain to your will. I can see people becoming a lot more creative with their maps if it were easier to see how your terrain looks, rather than taking time every little change to make sure your height map is just right or needs to have a part redone entirely.

 As for the mask, maybe make a new tab called "painting." That or perhaps include it in the "molding" tab. Either way, it would be nice to see the creation of the mask in real time, I think it would be easier to make cliffs, beaches, tundras, deserts, and other biomes all in the same map if we can see what we are doing as we do it.

2. Real-time preset creation. It would be awesome to be able to see how presets look while we work on them. Instead of needing to close the game and re-open it, it would be awesome to just be able to look at the character and essentially paint them. Maybe make a section available to select a fur texture you would like to use, and then the rest is simple by being able to paint on the char.

 If that isn't possible, maybe see if there is a way to have FH sync with your art program, so this way you can create your character and see how it will look in the game.

3. This is an idea my friend had. She suggested that the Feral Heart chat should have an optional filter. The game will automatically have it on, but it can be turned off as well. This filter will filter out swears so younger audiences will not see the things older users say, but at the same time, when the filter is off, we older users can see everything. Other MMOs have this filter, so it might not be impossible for FH. That or perhaps make another chat tab called "Big Kids" or something, I don't know. It's just, the audience of FH has grown-up, so making it where mature rated conversations can take place between these older members would be a nice option.

 That's my two cents for FH, and I hope that one or all of these ideas can be made available in the new game as it continues to grow.

4
Game Help / Update: Mesh Modding
« on: February 21, 2019, 06:41:54 pm »
 Hello everyone,

 I have just gotten back into the swing of converting meshes for FH and I'm now wondering if it's possible to mod the meshes in the game. When I say that, I mean is it possible to mod the default meshes? I know you can mod the textures for the game; but the thing is, each time I try to perform a mesh replacement with meshes that are improvements from the originals the meshes use the Basewhite texture instead of the assigned texture.

 Is there anything I can do about that, or is mesh modding the default meshes impossible and I will have to stick to using texture mods only?

 Update: I changed all of the default meshes and manually typed in the textures. They work like a charm, but only in the object maker and map maker. I have no idea why they won't show in the main game. The only way they show up in game is base white and over sized and or undersized. Does anyone know how to fix this?

 Update 2: Case closed, I just figured it out and everything works perfectly. Once I finish modding the water, sky, and other things, I might release this mod to the community. ^^

5
Request Other Mods/Creations / DeleD Ogre Exporter Plugin
« on: January 23, 2019, 08:44:23 pm »
 Hello everyone,

 I recently had to get a new computer and I would like to get back to converting meshes on FH. Unfortunately I lost the Ogre Exporter plugin for DeleD/Delgine and the site does not seem to be working for me to get the plugin again.

 If anyone has the plugin could you please send it to me? If no one has the plugin then does anyone know of a simple tool that I can use for converting WoW meshes? I would appreciate any assistance I can get, because I am planning a lot of things for the near future and I will need to convert meshes for the project I am working on.

 P.S I am sorry if I posted this in the wrong section, and apologize for being a burden on any staff that might need to move this post.

6
Game Help / Preset Assistance
« on: October 29, 2018, 12:12:03 am »
 Hello everyone,

 I am currently working on a preset that uses the scrolling animation method. Now everything works properly on the head, but that's because I didn't need a fixed texture to be in place. The issue is I do not know how to make one texture fixed and have another one scrolling. I followed Tiggs code to a T but still everything ended up being animated and I did not want that.



 I want the entire textureless base white part to be the scrolling texture and I want everything that has been textured to remain as it is. Can anyone help me out with this?

7
Game Help / Item Coordinates
« on: August 05, 2018, 07:27:44 pm »
Hello there everyone,

 I am on here, because I would like to know how item coordinates operate.

 This is my code:

[RobinsHood]
mesh=RobinsHood.mesh
bone=head
offset_f=0 0 0
rotation_f=0 0 0
offset_c=0 0 0
rotation_c=0 0 0

 Now I know everything is 0, but that's because it's a WIP. What I want to know is if the coordinates go: 0 (1) = X, 0 (2) = Y, 0 (3) = Z.

8
Game Help / How to Make Black Square Particles
« on: June 21, 2018, 04:05:04 pm »
Hello everyone,

 I am working on the next map in my huge Super Smash Bros. Map Pack for my group, and in this map I would like a weather cycle that has black particles rising from the ground. They would operate similarly to the particles in Twilight Princess, but every time I try to load the particle in the sky maker, it's invisible. When I lighten the particle the squares are white, but when I make them black they are invisible. Is there a way I can make the black particles visible?

The Particle Look I am Going for:

9
Other Games / Super Smash Bros. Ultimate
« on: June 13, 2018, 03:27:42 am »
So I just have one question for everyone here...

 Who is excited for Super Smash Bros. Ultimate?

 Because my Smash Bros. group and I had a major freak-out of happiness about it. ^^

10
Game Help / Weather Particles Stop That
« on: May 29, 2018, 02:19:38 pm »
 Hello there everyone,

 I am currently working on a map with a weather particle inside of a cave. In other words, there is no sky, it's considered a cave in FeralHeart. Well the weather particles acts how it's supposed to when it's outside and not in a cave. The particles float around and are spread out. Every time I turn on cave-mode, things get wonky.

 Instead of being spread out how they're supposed to, the particles are instead clumped together and every time the character runs they leave behind a particle trail as if they were Amaterasu from Okami. I do not want this effect, I want the particles to function how they're supposed to. Is there a specific number I have to put in the coordinates in sky maker or is this a glitch?

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