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Messages - Ruby1234

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11
Game Help / Re: Has anyone noticed this tail issue?
« on: September 15, 2016, 09:54:20 pm »
Well I just feel totally stupid now. I actually had no idea that would work...learn something new everyday I guess. ^^;
Yeah I know, that's what I was thinking. ^^ Thanks for the tip Ruby (once again lol)

Aaah, no worries, no worries, guys. I know meshes are confusing, I wouldn't expect everyone to know this works, since pretty much any other time you delete something, it crashes the game.

If you're curious why, I'll leave this explanation here;

The game can work without .mesh files for tails, ears, and manes/tufts. The reason for this is that the complete skeleton is attached specifically to the body. Once the body is selected (and always is, by default), the entire skeleton for the ears and tail is already included. The only thing the .mesh is providing is data for faces and materials(/textures). If that is empty, that doesn't matter, there will just be nothing there, because the skeleton is there no matter what. The animations/poses/states are all still technically there, just "invisible" because no 3D model is attached to them to actually make them seen:


And the mane/tufts have no bones, so those are kinda the same thing, except they had no animation states in the first place.

Interesting, yeah?
Hopefully, anyway. I'm hoping I've cleared that part up for you guys? ;u;

12
Game Help / Re: Just an animation question
« on: September 15, 2016, 12:34:31 pm »
Sure, it's possible.

But... it's almost like I would be collaborating on a skeleton with the other creator. We'd have to literally merge our work together, which I'm not sure is something they want. Not without asking anyway, so I'd maybe try to contact them first.

13
Game Help / Re: Has anyone noticed this tail issue?
« on: September 15, 2016, 12:31:34 pm »
Source not needed.

Easy fix:
Go to media > models
and delete ftail5.mesh


14
Member Bio & Journals / Re: Some Super Awesome News!
« on: September 09, 2016, 03:36:07 am »
Awh, congratulations! That all sounds so lovely.?
I wish you and your family the best!~

15
Forum Discussion / Re: Don't Kill Me For This
« on: September 08, 2016, 10:12:40 pm »
This seems partially about the update, so I suppose I'll have something to say here.

First of all, I think we all may be missing a little bit of perspective here.
Big cat and wolf indie game. Basically a glorified chat room. Couple of extras, but for core gameplay, mostly that's it.
The forum has... we'll say ~100 registered visitors per day?

With a community this small, it's hard for me to really get involved in "big" issues, since they just seem so blown out of proportion.
The staff aren't people with past experience at managing a community. Currently, all of the active ones were legitimately just members of the community who demonstrated x, y, and z, and then conga-rats, you get to help watch the kiddies. They're going to make mistakes. And yes, it is absolutely 100% a good idea to catch them on that and say, "Hey, I don't think this is right!" But passive-aggressive little digs like, "Go ahead, ban me and prove my point," really get under my skin, and I'm sure they get under theirs. That's just my experience from managing other communities.

The update was a community update, and while it was a staff decision, they were not the only contributors. Other members, myself included, wanted to provide the core game with more content, since it has been the same for YEARS now. Any other successful MMO doesn't just remain the same forever. World of Warcraft, Guild Wars 2, you name it. They all receive updates and expansions. Sometimes parts of the core game change. That's just how things move along and stay up-to-date. The FeralHeart of 2011/2012 is long gone, we all know that, so desperately clinging to all the crap from that time is just a waste. A waste of everyone's time. Why hold back when you can move forward and create something new and exciting?

I recall a specific time when a map in Guild Wars 2 was completely redone. Lions Arch. It was a hub map, a map that you had to go through if you wanted to get anywhere else very quickly. I didn't much like the new design, and preferred the old. But the thing is, it doesn't really matter. It's not my decision, and I'm not going to die because it was changed. It was a tolerable change beyond my control.

However, that is a larger scale game. The benefit of a smaller community is that it is easier for your voice to be heard, yes? And I hear people on this.
I don't necessarily understand the attachment to the old maps, since most were just a heightmap scaled to 10000x10000 with a cluster of 4 objects here and there (not exactly riveting and exciting design), but I can relate to the idea. But when you have people threatening to "hack," "take down," or otherwise violate the terms to which they agreed upon when joining this community, there's a problem. You just cannot always have what you want, and a large part of the community has been hugely immature in going about trying to get their way. Thankfully, you are not being so, which I can, and will commend you for. (+Floof)

I feel as though this is where the subject became touchy. There was already so much negativity and threats surrounding this single decision; there's just a breaking point. A point where everyone's had enough. People don't check when they make a thread, so seeing thread after thread of the same "I disagree you're all wrong and you suck give me what I want." ...Yeah, I can see why someone would lock those. I would.

If the community would have pursued a much less... ostentatious approach, perhaps organised a poll/vote, or otherwise promoted their idea as a positive change, maybe things would not have turned out this way. And there's still a chance to do this. Integration of the old maps would not be a terrible chore, I think the opposition lies in the sort of "style clash" that would result.
You may not know or care, but we spent YEARS on that update. Granted, we weren't working our butts off every hour for that whole time, but that's just the point. Staff, member, everyone in this community is here voluntarily, and we work as a collective mind to make this a better, more enjoyable place for us all, in our free time.

I just refuse to believe that anyone (save a few bad apples here and there) truly has such malicious intent as others would have you believe. We're all here because we want to be, not because we have to be.

Anyway, that's my two cents. Take it or leave it, two cents is two cents, but it won't buy you much nowadays, yeah?

-

TL;DR: You're not wrong, but there's so much more to it than that.

16
Game Help / Re: Open windows?
« on: September 08, 2016, 09:37:40 pm »
While all of the above is true, it's also important to know that advertisements are what keep the game free for everyone to play. The traffic on this site is moderate at best, so any $$$ the ads generate is just going right back into keeping the server up and running.
It's all fine and good to remove any programs that may have installed themselves on your computer, and AdBlock is great. I use it myself. But I have it disabled for the feral-heart.com domain.

17
Game Help / Re: Tricky Maps Are Tricky... Nyeh
« on: September 07, 2016, 10:04:06 pm »
Happy to help, guys. The game just gets confused if you add it to existing groups, because the exported groups are saying there's new objects, but the ingame .fhos aren't.

18
Game Help / Re: Tricky Maps Are Tricky... Nyeh
« on: September 07, 2016, 09:13:02 pm »
Quote from: Ruby1234
You might want to make a backup before trying this, but...

The best way to avoid any problems of this sort is to actually 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
It's easier if you leave all the actual Object Names the same.

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.

Save that, relaunch the game, load up the map, and export it then.
With everything in it's own group, you might have more luck.

19
Game Help / Re: Particles in Object Maker?
« on: September 06, 2016, 09:35:24 pm »
It's just something to play around with. Super easy to make something cool just by messing around. If you want to change the direction of something, that'd be a rotation along the Y-axis.
Speed and amount can all be altered within the program as well.
Just maybe give it a shot, yeah?
Can always ask if you come up with any specific questions.

20
Game Help / Re: Particles in Object Maker?
« on: September 04, 2016, 04:30:12 pm »

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