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Messages - Ruby1234

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1
Working on getting most of these back up for download. They will be available at https://ko-fi.com/phloxenfree/shop

2
Updated main topic; tutorial is being moved!

3
Game Help / Re: Preset
« on: October 15, 2016, 03:51:50 am »
Try removing the cull_hardware & cull_software lines.

4
Game Help / Re: Confusion with preset
« on: September 25, 2016, 10:55:54 pm »
I believe they want the entire eye AND lid to be transparent.

In that case, load up an eyemask from media > textures > masks
(or feye.jpg, which I used):

And since I used a jpg, I need to right click the layer and Add Alpha Channel:

Select the entire top section, and delete it:

It looks like you're going for the right eye, so save it into your preset's folder as preset_#eyeR.png
(use the actual number of your preset, and it must be a .png)

Then load up the material file into notepad, and look for the right eye section (eyeMatR).

Replace it with this code:
Code: [Select]
material preset_#_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_#eyeR.png
}
}
}
}
And make sure you replace my #'s with your preset's actual number.

Done and done.

5
Game Help / Re: Preset Problem. Please help!
« on: September 20, 2016, 12:03:18 am »
Could you provide links to the presets you are downloading? One of us will then check the files and see if we can get them working that way.

6
Updated.

Went through and fixed every broken image. @_@'

7
Mapping Tutorials / Re: Objects Not Showing In-Game? Look Here!
« on: September 17, 2016, 02:29:11 am »
I know what you mean with the generic mapnames. I used to have to make a subfolder in exports or somewhere on my computer with duplicate named map files when I wanted to install another map that happened to have the same name without completely removing it. Also, the slight fear I get that people's object groups (i.e. "WombatAnimalPack.fho") aren't the same as other people's and might mess up previously installed maps' objects.

The problem is solved when people do what you suggest and make their names unique and save their own object groups.

It's also easier to uninstall maps when you see an object file with the same name as its map.

Hope people find this. Really useful information you have here.
Aaa, thanks. I appreciate it.
Link all your friends. Or anyone really. cx

Thank you for putting this little guide together and sharing it with the community. I'm sure this will be very helpful for those who are experiencing these problems in the future or perhaps those who are viewing this thread right now and finding a solution. Saving objects can be tricky if you don't know how to do it, but you've made it nice and clear here, which I'm sure many will appreciate.
My pleasure!~?

8
Mapping Tutorials / Re: Objects Not Showing In-Game? Look Here!
« on: September 15, 2016, 10:49:26 pm »
Oh my gosh, thanks ^^. I've been seeing the problem a lot recently amongst the mapmakers. I haven't made a map for a long time but have been thinking about getting back into it and knew that at some point I was going to run into the same problems they were facing.

I really like the recommendations you made about saving them in their own group and adding your username to the ends of the names of your maps. 
+floof You explained it really well. Thanks you so much
Aaa, I know, right? This issue has been popping up a lot recently. Figured it would save people time to just be able to link a thread rather than re-explaining every time, or going through and trying to find older threads/quotes. ((And you can't quote locked threads, so that makes it hard to quote my previous answers... //coughcough))

Yeah, I see a lot of generic mapnames, and I've seen a few people get disheartened that if they want to use a map their friends or group is using, they have to clear out one of their own or something. Tagging it with something unique will easily prevent that, and what better than your own username? A signature, almost. cx
Merci! (also +floofback, since I've been running into you a few times today, yeah?)
And, it was my pleasure!

Great tutorial Phloxenfree! I may not make maps, but who knows, maybe this will come in handy if I have a huge creative streak! Thank you so much for this! ^^
Thank you! Is always my pleasure to provide something useful. ^^

-

And, I encourage both of you to give maps a try. There's always something to be learned from it, and it's usually been a rather fun experience for me. You can get pretty crazy with what you do.
See: Rainbow Land
Haha.?

9
Game Help / Re: Has anyone noticed this tail issue?
« on: September 15, 2016, 10:32:46 pm »
That...is amazing. Never really knew how all of that worked actually, and it is quite amazing!
Innit? One of the coolest things (to me, anyway) about 3D modeling/animation was learning how this all works. It's quite funny, since you'd think that each part would have it's own skeleton, but by including it with the body, a number of possible mesh errors are avoided, and it allows for the "Tailless" options.
The way things render can be hard to grasp, but once you understand it, it's interesting to see what ideas people put into practise! cx

Yeah, makes sense in a way. Thanks for the info :3
My pleasure!
Thanks for reading my rambles all the time. c':

-

Sorry to have kind of strayed from the topic!!! ^^'
Hopefully OP finds this useful... //sweats

10
Mapping Tutorials / Objects Not Showing In-Game? Look Here!
« on: September 15, 2016, 10:25:12 pm »
I've seen that a few users have been having issues with this lately,
and I've been leaving the same answer on multiple threads, so I figured I
might as well post it as a tutorial for everyone to access a bit easier.
-
EXPLANATION
This issue stems from when you save new objects into any of the groups that come with FH:

Backdrop
Collisions
Default
Miscellaneous
MyGrass
MyMountains
MyParticles
MyPlants
MyRocks
MyShapes
MySounds
MyStructures
MyTrees
MyWater

Even after these are exported, the objects will not show in-game. This is because they are conflicting with the pre-exported versions of them, that are found within the media > objects directory.
-
FIX
To fix this, you will need to follow these steps. Before doing so, however, I recommend making a backup of your map in its current state, should you mess something up during this procedure. That way, you will be able to revert back, should you need to.

Go to Object Maker, load up the objects you are using one by one, and save them to their own object group. I usually just save them under a group with the same name as the map, and then the "-Objects" suffix. Ex: if the map was Temple -> TempleObjects
*Leave the actual object NAMES the same.
**To reduce the risk of conflicting with other users' maps, add your username to the object group(s) name(s), as well as your map. This way, if two people create a map with the same name, yours will still be different, and users will be able to use both.
Ex: If two users make a map called Forest, the files will come out as Forest.fhm, and ForestObjects.fho for both users, meaning that others will only be able to use one map at a time since you cannot have duplicate file names.
Ex2: If my map name is Temple, and my username is Phloxenfree, I would call the map PhloxenfreeTemple (you can leave the Display Name as just Temple though!) and the object group PhloxenfreeTempleObjects. Now all of your files are unique.


Now, you can go through media>terrains>Temple (or whatever your map is actually named) and open TempleObjects.cfg (or again, whatever your map is actually named, "-Objects.cfg").

Inside is a list of all placed objects and their location, and each section is headed with the syntax of
[ObjectGroup/ObjectName]

Use Ctrl + H (or go to Edit... -> Replace)
Replace the old Object Group name(s) with your new one(s).

Save that, relaunch the game, load up the map, and export it then.
With everything in it's own group, the map should work fine now.

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