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Topics - Shazadah

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1
Game Help / Preset is being a butt (SOLVED)
« on: September 24, 2016, 02:23:59 am »
I've been seeing my fair share of preset problems around here as of late but I guess it's my turn now eh?

So, I have a character that I made a preset for a long time ago. No big deal, everything worked out great. Then the update came, and I started having a lot of troubles with preset making altogether. Tried switching over codes and preset files to try and spiffy up a couple presets to all shiny and new, but their codes just wouldn't work, one code line would make the preset folder completely disappear in Preset Maker and another would turn the char either bumblebee yellow or Slenderman white.

And this is exactly what I'm trying to do for this one preset. It was working fine at first, that is until I made a couple of changes to the code so that more of his markings glow, and now the tail and head are the Basewhite texture (which is telling me the .material file is there but the texture is missing). And I'm pretty sure my coding is all in the right place?

Here's a preview of the problem (NOTE: I know the markings I'm using (which are from one of the MM packs) is probably not encouraged to use but the whole reason for this preset was to make those markings glow while the rest of him does not):



And for reference, my code:

Code: [Select]
material preset_6_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_6body.jpg
}
                }
pass
{
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture MarkingGlow_1.png
}
}
}
}
material preset_6_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture preset_6body.jpg
}
                }
pass
{
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture MarkingGlow_1.png
}
}
}
}
material preset_6_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_6head.jpg
                }
pass
{
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture MarkingGlow_2.png
}
}
}
}
material preset_6_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_6head.jpg
                }
pass
{
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture MarkingGlow_2.png
}
}
}
}
material preset_6_eyeMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
cull_hardware none
cull_software none
texture_unit
{
texture preset_6eye.jpg
}
pass
{
emissive 1.0 1.0 1.0 1.0
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture EyeGlow.png
}
}
}
}
material preset_6_eyeMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
cull_hardware none
cull_software none
texture_unit
{
texture preset_6eye.jpg
}
pass
{
emissive 1.0 1.0 1.0 1.0
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture EyeGlow.png
}
}
}
}
material preset_6_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_6tail.jpg
}
pass
{
emissive 1.0 1.0 1.0 1.0
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture ClawsGlow.png
}
}
}
}
material preset_6_maneMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_6mane.png
}
}
}
}


I also just wanted to add that making presets worked just fine until this update happened, now it seems certain codes don't work anymore, and it doesn't matter where it's copied from either. One thing I haven't tried is manually writing the code myself, which I'm reluctant to do. I've also considered the files possibly being corrupt, and just haven't moved them to another preset folder, but the problem is I have all my other presets transferred over and this one was namely preset_6 to begin with, I don't want to have to switch out presets.

EDIT: I have tried changing rendering systems, and it didn't fix the problem.

Thanks in advanced for any help given.

2
Game Help / Particles in Object Maker?
« on: September 03, 2016, 07:38:39 am »
Sooo it is September, I'm in the mood for the crisp scents of Autumn in the air and pumpkins, the changing colors of leaves, chilly breeze...*Ahem* and I'm wanting to make seasonal mods of the FH Podium map that I plan to release on my dA for everyone to use. A long time ago I had made seasonal mods of the Watermill map (it was never released), and I made a Fall Leaves particle for it just for that added effect of the Autumn season. Only problem is, for some reason it doesn't seem to be appearing in the Podium map when I log in to see how the Autumn theme (currently working on) looks.

So how would I slow down the speed of the particle in Object Maker? I know how to open a particle in Object Maker, but when I opened my Fall Leaves particle it went too fast for what I had in mind and wasn't going in the direction I wanted it to. Any way to change the direction as well?

As long as it doesn't involve having to use Blender, I'm good with any suggestions! Thanks~

EDIT: Also if anyone could find and link me to a jack-o-lantern pumpkin mesh to use that'd be great!

3
Game Help / Meshes not showing up in-game in my map
« on: July 11, 2016, 02:48:14 am »
Don't worry, I know exactly why this is happening, but my only problem is the mesh that won't show up in the map I'm working on while I test run in-game to check for lag and that everything works how it should is a mesh that is included in one of the "vanilla" files; aka, the object group that came with the FH 1.15 update. It's not showing up in-game because it wasn't ever exported through Object Maker, even though I can see it just fine in Map Maker, so my question is is it safe to export that mesh into the same object group? I've had troubles with vanilla files before and have seen issues pop up on the forums about other floofs' vanilla files giving them troubles and were told not to mess with them so, I'm not too sure I should mess with mine.

If I shouldn't export the mesh into it's original object group, then that's fine, I'll export it into one of my own object groups and just change the object's directory in the map's objects.cfg so I won't have to manually remove and replace it (I do this for making seasonal maps anyways).

Thanks floofs!

4
Game Help / Mediafire link to 1.15? (RESOLVED)
« on: July 03, 2016, 07:20:29 pm »
A friend of mine is getting back on FH today, but she's having trouble getting the download links to work on the site's download section and it's taking forever, so needless to say she's getting a little impatient. I remember coming to the forums around the time the update was released and had seen someone posted a Mediafire link to download the installer for the update but stupid me never saved it somewhere for future references. So is it possible someone still has it? I might be able to dig up my installer from my downloads and post it on MF if no-one does but I just thought I'd ask first.

5
Game Help / Problems with Objects and new FH
« on: June 15, 2016, 08:01:06 am »
SO........

Not a noob....

Just technical difficulties....

I so far have not had any problems with the update to FH other than the fact that Ascension is gone so there's nothing to do while boredom eats me alive up until today. I'm working on a map for a pack RP I'm in, and also playing around with modding the character creation screen (yes I know how to mod). Only problem is...None of my old objects from my old FH, work. I backed up my old FH before installing the update when it was released, just for safety reasons and so I'd have everything for it, well I just tried moving everything that was in the objects and my_objects folder from the old FH to the new, and....The game crashes.

Tried putting everything that was outside of my old my_objects folder into the new my_objects; game crashes upon startup.

Tried putting everthing that was outside of my old my_objects into just the new objects folder and everything that was in my old my_objects folder into the new my_objects; game crashes upon startup.

Tried leaving everything that was outside of my old my_objects and just put everything that was in my old my_objects folder into the new my_objects; game crashes upon startup.

Am I missing something here? Or does the FH update just not like any of my objects from the old game? And before any of you try suggesting the norm, I:

1) Have WAY too many objects to go through individually to try and find what one (or multiple) is causing the crashing issue.

2) Am pretty sure I don't even have half of the downloads for the objects saved anywhere, so trying to redownload them isn't an option, as some might not even be available anymore and I don't really have the patience to try and hunt them all down.

3) Checked my particles folder for duplicates and there were none.

4) Do NOT want to try the whole uninstall/reinstall bit, since I'm not welcoming the idea right now, I've already moved some of my previous mods from the old to the new and do not want to have to go through that chaos again.



I removed everything that I put into the new objects and my_objects folders, and the game worked just fine. This is a rather frustrating situation, since I had a few other maps in the works before the update, and without the objects or object groups I had those objects in I can't continue progress thanks to the new FH. Don't get me wrong it's nice to have a fresh start to the game after being a part of it and it's community for at least (or almost) three years now, but this has quite honestly caused the biggest troubles yet as far as I've seen and some of the community (including myself and a couple friends) are missing the old FH (hey here's an idea lets add the old maps back with the rest of them just for the nostalgia!).

6
Game Help / A quick question about modding the game animations
« on: March 09, 2016, 07:59:03 am »
Yoyo

For about a few months I've been gradually working on my own animations for the game seeing as everyone else seems to be releasing theirs for others to use and I just thought I'd jump right into the boat with them even though I didn't know what the strawberry poptart I was doing! Got the .blend files of the character models, followed Ruby's tutorial on getting Python to register with Blender and followed Jayfeather's tutorial on getting the Ogre exporter to work so recently I've been able to test them in game. There, just seems to be one slight problem...

The canine's model is warping with the animations and looks rather funky.

Would anyone in all the possibility of everything know why this is happening, and maybe even how to fix it? Or is there just no way around it? When in Blender, the model looks absolutely fine, no warping or weird shaping (other than posing it so it doesn't look weird or painfully unnatural) whatsoever. Even after reopening the original .blend file of the canine model and exporting it as it was (that would be with the original animations the game came with) the model warps when testing in game once it's been converted into the file the game needs to read for it to work. I'll provide a screenshot of what I mean if asked.

Thanks.

7
Game Help / Major problem with Map Maker (SOLVED)
« on: January 10, 2016, 02:53:55 pm »
Hey floofs.

So a while back the files of the map in question had been moved to elsewhere for safe keeping, and just recently they've come into significant importance again as I wanted to edit it and fix it up, since I wasn't as experienced when I had made it to begin with. Once I moved the files over to my terrains folder, I opened FH and went to Map Maker, but every time I clicked on the map to load it said "Cannot load Terrain.cfg for mapnamehere!", sooo...I looked at the files, all seemed perfectly fine and nothing was out of the ordinary, I wasn't sure why it was having trouble reading it. But no worries I thought, I'll just create a different map and transfer all the codes from this map's .cfg files to that one and so so, that way I wouldn't have to rebuild from scratch all over again. I planned to rename it anyway. I got as far as loading the terrain.png and changing the height and width of the map to the same as the other, and while testing it my mouse froze (it's been doing that lately and its REALLY annoying), I couldn't get it to unfreeze so unfortunately, while the game was still open since I couldn't close it out, I had to do a hard shut down on my laptop (that's holding the power button down until it shuts off completely). I turned my laptop back on and proceeded to continue with what I was doing, however...I usually play on the OpenGL setting, but when I opened my game it for some reason had gone back to the Direct3D9 and it's never done that to me before. I changed the setting back to OpenGL and closed the game as it told me to for the change to take effect. Opened it back up and went to go to Map Maker. My game crashed. Did the same thing over and over and yet it crashed again and again, so I moved all my map files from my terrains folder to my desktop thinking maybe there's something wrong and it's confusing FH whatever it is.

But now, I still cannot open Map Maker without the game crashing, and I can't figure out why. This is really starting to frustrate me that I can't work on any of my maps now. I'd prefer to not have to reinstall FH since I have too much to back up and am afraid of losing something important. Please help!

Thanks.

8
Game Help / What's going on with Ascension?
« on: October 31, 2015, 03:01:53 am »
Hey floofs!

It appears a friend of mine and myself have run into an issue with one of the maps within the game, Ascension Island. Already my friend has lost two characters by trying to access it (no not permanently, but she isn't able to log onto them). She had me try to get into the map and like her I got the "Failure to connect to map server" message.

We were wondering if it might just be us experiencing this issue or if there happens to be a few others as well. I would assume the game just needs a server reboot to fix this? Or maybe the map is too full at the moment?

9
Game Help / A small question about Map Maker (SOLVED)
« on: September 16, 2015, 01:04:56 am »
Sitting in an old map I had made a while ago and just recently dug up from my storage space for either later use or just to get them out of the way to make room for new maps, I noticed that sometimes the trees (which are fairly large) seem to disappear when I get a certain distance away from them, same with a few other meshes I had used. Is there a way to fix this? I already tried to see if it was my game's View Distance but that is turned up all the way to the right and there's no change. Would checking the "Is Large" checkbox when in Map Maker make a difference? It just bugs me a little that you don't see the meshes until you get close enough to them sometimes, and I'd love to know the secret to preventing this if there is one. Thanks floofs!

This topic's issue has been solved!

10
Game Help / Podium map please? (SOLVED)
« on: September 13, 2015, 09:06:50 pm »
Needless to say I am a curious one, and so in that my curiosity got the best of me and I decided to edit my podium map. Now I can't seem to find the original Podium map I swore I made a backup copy of. So could someone maybe send me the original map file please? The one I have now makes the chars look like they're standing over water with nothing in the background. Thanks!

This problem has been solved!

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