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Topics - FlyingGrass

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1
Game Help / A preset's image files vanished.(Found them!)
« on: November 21, 2020, 12:05:27 pm »
One of my presets has had all its texture files vanish, all that's left of it is its Material file. The preset displays in Preset Maker, albeit an older version of it from another install of FH. No other presets seem to have had that disappearing act happen to them.

The missing preset was in Preset_10, looked quite cluttered with WIP files amid the finished files, and was the most recently updated as far as I know.

What could have caused this, how do I prevent it in future, and how do I get the preset's files back? I will check in the meantime for backups.


EDIT: I've just found my preset, it was in a backup folder. I have no clue why I put it in a backup folder, but now it's back where it should be and all up to date. This must have been a case of me putting the preset somewhere and forgetting. This can now be locked.

2
Game Help / Stuck at "Connecting to front server"
« on: November 07, 2020, 05:59:26 am »
When I open FH, it says "Connecting to front server" forever, it does this even if the Play Game tab isn't open or I type my username/password wrong.

The Play Game tab was open and logged in, except for when I tested it without.
I didn't misspell anything, except for when I tested misspelling things.
The only recent modification I've done in the FH folder was working on a preset.

3
This is with the Ogre Meshes Exporter in Blender, not FeralHeart.
The Ogre Meshes Exporter plugin in Blender works fine for animations and exports the FBody.mesh.xml properly, but whenever I try to export something other than FBody.mesh or CBody.mesh it outputs an xml file containing
Code: [Select]
<mesh>
</mesh>
That can't convert, it's needs bounds defined according to the Ogre Converter program.
I remember it being fixed once before, but I can't remember how I fixed it.
I'm not sure how to post an image using Imgur anymore, but I have a screenshot of the Ogre plugin's configuration.

4
I looked back upon my old screenshots in DragonsDen, and found one from 2018 where Kuri suggested I make a floss animation. Back then the hindlegs looked funny when I posed it on two legs, but now I've learned how to somewhat smooth the character's hindlegs in that stance by rotating the hips upwards, so now I've made felines do the floss dance.

This is a GIF, not a video, but I wasn't sure where to put GIF images.
https://gyazo.com/ad244b3fcdf385e6f3a00e96df34a777

5
This is not a strict guideline on how your FeralHeart animations should be. These are tricks and solutions pertaining to FeralHeart animation creation in Blender.

The dots on the panel to the right of the screen(Provided you've followed Goldchocobo's tutorial and added that panel) are keyframes. Highlighting/selecting them makes them turn yellow.


(Solution)Removing the puffy cheeks:
Before exporting, go to the "Default" pose, then you can export and the canine won't have big pyramids for cheeks. The selected pose can be any pose where you don't see any grey skeleton pieces, but having the "Default" pose in focus is easiest to ensure there aren't any puffy cheeks.

(Solution)Removing the skip at the end of the cycle:
Drag the pointer all the way to the start of the cycle, and then(At the bottom of the Keyframes tab/box) click on "Select" and then click "Back in time", those steps select the first column of frames in the briefest way. Once you have the first column of frames highlighted, click on "Key"(At the bottom of the Keyframes tab/box) and then click "Duplicate", then hold down the shift key(Makes the frames snap correctly) and drag the bundle of keyframes/dots onto the end of the cycle, and make it replace the ending row of keyframes/dots.

(Trick)Making things look more natural maybe:
For example the character is kicking a hindleg out behind it to get something off of its foot. Shifting the keyframes of the leg a little bit(Like in the picture below) can make the leg look more smooth or something. The same can be done with the head, arms, tail, spine, pretty much anything.



I'll update this if I remember more.

6
Forum Games / One star rating about this pretend restaurant!
« on: November 01, 2019, 02:29:03 am »
I don't know if this has been made before, I didn't go searching much as I'm not sure what name it would be under if it existed.

Welcome to a pretend restaurant! Which may or may not be the restaurant where the soup is crazy(Whether the restaurants are the same or not is up to the imagination). Make up some silly/crazy reason about why you give this pretend restaurant a one star rating.

The format is anything along the lines of "One star rating because -state reason here-".

Let's begin!

7
Game Help / A preset won't export
« on: October 26, 2019, 10:54:18 am »
I can't seem to find the solution through a forum search. One of my presets ceased being able to export, whatever slot it's in, but the other presets are fine.

Here are the parts of the code that underwent change before the problem started, it's very complicated code though, I've stuffed nearly every preset trick I've learned of into the code. The entire code would take a year to look at.
Code: (Preset code) [Select]
material preset_1_bodyMatL
{
        technique
                {
                pass
                {
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 128
                         texture_unit
                         {
                               env_map spherical
                               texture ---------
                               tex_address_mode mirror
   }
  }
                pass
                {
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 200
                         shading gouraud
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                         }

                }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   specular 1.0 1.0 1.0 100
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
  pass
  {
   specular 1.0 1.0 1.0 128
   emissive 1.0 1.0 1.0 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 128
   texture_unit
   {
    anim_texture ---------
    tex_address_mode wrap
    filtering trilinear
    rotate_anim 0.00
    color_op alpha_blend
       }
     }
 pass
 {
 scene_blend alpha_blend
 alpha_rejection greater 200
 texture_unit
 {
 texture Mask.png
 }
 texture_unit
 {
 texture Mask.png     
 colour_op alpha_blend
 }
 texture_unit
 {
 texture ---------
 colour_op_ex blend_current_alpha src_texture src_current
 tex_address_mode wrap
 filtering trilinear
 scroll_anim 0.0 -1.0
   }
  }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
  pass
  {
   ambient 0.7 0.7 0.7 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 150
   texture_unit
   {
    anim_texture ---------
   }
  }
 }
}
material preset_1_bodyMatR
{
        technique
        {
                pass
                {
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 128
                         texture_unit
                         {
                               env_map spherical
                               texture ---------
                               tex_address_mode mirror
   }
  }
        pass
        {
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 200
                         shading gouraud
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                         }

                }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   specular 1.0 1.0 1.0 100
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
  pass
  {
   specular 1.0 1.0 1.0 128
   emissive 1.0 1.0 1.0 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 128
   texture_unit
   {
    anim_texture ---------
    tex_address_mode wrap
    filtering trilinear
    rotate_anim 0.00
    color_op alpha_blend
       }
     }
 pass
 {
 scene_blend alpha_blend
 alpha_rejection greater 200
 texture_unit
 {
 texture Mask.png
 }
 texture_unit
 {
 texture Mask.png         
 colour_op alpha_blend
 }
 texture_unit
 {
 texture ---------
 colour_op_ex blend_current_alpha src_texture src_current
 tex_address_mode wrap
 filtering trilinear
 scroll_anim 0.0 -1.0
   }
  }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
pass
{
                        ambient 1 1 1 1

alpha_rejection greater_equal 128
texture_unit
{
texture ---------
}
}
pass
{
                        ambient 1 1 1 1
scene_blend add
alpha_rejection greater_equal 128
texture_unit
{
texture ---------
}
texture_unit
{
texture ---------
scroll_anim 0.15 0.0
}

}
pass
{
alpha_rejection greater_equal 128
specular 0.9 0.9 0.9 1 128
texture_unit
{
texture ---------
}
lighting on
texture_unit
{
env_map spherical
texture ---------
}
}
 }
}
material preset_1_headMatL
{
        technique
        {
                pass
                {

                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         specular 0.010000 0.010000 0.010000 1.000000
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                                 scroll_anim 0.0 0.2
                         }
}
pass
{
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 200
                         shading gouraud
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                         }

                }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   specular 1.0 1.0 1.0 100
                         diffuse 1.0 1.0 1.0 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
  pass
  {
   specular 1.0 1.0 1.0 128
   emissive 1.0 1.0 1.0 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    anim_texture ---------
    tex_address_mode wrap
    filtering trilinear
    rotate_anim 0.00
    color_op alpha_blend
  }
 }
  pass
  {
   scene_blend alpha_blend
   alpha_rejection greater 128
   texture_unit
   {
    texture Mask.png
   }
   texture_unit
   {
    texture Mask.png           
    colour_op alpha_blend
   }
             scene_blend add
   texture_unit
   {
    env_map spherical
    texture ---------
    colour_op_ex blend_current_alpha src_texture src_current
    tex_address_mode wrap
    filtering trilinear
   }
  }
 }
}
material preset_1_headMatR
{
        technique
        {
                pass
                {
                         ambient 0.5 0.5 0.5 1.0
                         specular 0.010000 0.010000 0.010000 1.000000
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                                 scroll_anim 0.0 0.2
                         }
}
pass
{
                         ambient 0.5 0.5 0.5 1.0
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 200
                         shading gouraud
                         texture_unit
                         {
                                 texture ---------
                                 tex_address_mode wrap
                         }

                }
pass
{
                         ambient 0.5 0.5 0.5 1.0
                         specular 0.100 0.100 0.100 4
                         diffuse 1.0 1.0 1.0 1.0
                         scene_blend alpha_blend
                         alpha_rejection greater_equal 200
                         shading gouraud
                         texture_unit
                         {
                                 anim_texture ---------
                                 tex_address_mode wrap
                                 rotate_anim 0.00
                         }

                }
  pass
  {
   ambient 0.5 0.5 0.5 1.0
   specular 1.0 1.0 1.0 100
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    texture ---------
   }
  }
  pass
  {
   specular 1.0 1.0 1.0 128
   emissive 1.0 1.0 1.0 1.0
   scene_blend alpha_blend
   alpha_rejection greater_equal 200
   texture_unit
   {
    anim_texture ---------
    tex_address_mode wrap
    filtering trilinear
    rotate_anim 0.00
    color_op alpha_blend
  }
 }
  pass
  {
   scene_blend alpha_blend
   alpha_rejection greater 128
   texture_unit
   {
    texture AMaskImage.png
   }
   texture_unit
   {
    texture AMaskImage.png             
    colour_op alpha_blend
   }
             scene_blend add
   texture_unit
   {
    env_map spherical
    texture ---------
    colour_op_ex blend_current_alpha src_texture src_current
    tex_address_mode wrap
    filtering trilinear
   }
  }
 }
}

Everything shows up correctly in Preset Maker, and every image name is spelled right. There are 47 image files in the preset, two of which are newly added 100KB 1024x1024 files, it worked fine before adding the two files.

UPDATE: It's still refusing to export. I removed those two files that I had added, and it still isn't working. I apologise that the code is a lot to look through, to shorten it here I deleted the image names and got rid of parts that weren't changed prior to the problem's beginning. I didn't see any spelling errors in the image names. As of today, there are 45 images in this preset's folder, all of which had existed(Albeit in a different look) back when this preset would successfully export, and are inside this preset's folder.
When the preset is moved to another slot(Preset_3), the Export button doesn't do anything at all, not even give any message.

Screenshot: https://gyazo.com/75492655ca514864ea528e7705778767

8
I've turned FeralHeart's default map objects into items!

The quote that inspired this.

I think we should have acacia trees as playable characters.🤔


Instructions: Go to "C:FeralHeart", open the Items.cfg file, then copy the code to the bottom of the Items.cfg file. As far as I know, no files are needed at all, as(On my screen) the game pulls the objects from their normal folders.

Here's what to copy:
Code: [Select]
[====Plantastic====]

[Acacia Tree Replace]
mesh=acaciaTree.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Oak Tree Replace]
mesh=oakTree.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Fir Tree Replace]
mesh=firTree.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Palm Tree Replace]
mesh=Palm1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Rock Replace]
mesh=rock1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Hill Replace]
mesh=mount1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Bush Replace]
mesh=shrub2.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[FlowerBush Replace]
mesh=shrub.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Fern Replace]
mesh=farn1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Flower1 Replace]
mesh=flower1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Flower2 Replace]
mesh=flower2.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Flower3 Replace]
mesh=flower3.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Mushroom1 Replace]
mesh=shroom1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Mushroom2 Replace]
mesh=shroom2.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Sign Replace]
mesh=fhsign.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Globe Replace]
mesh=globe.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Log Replace]
mesh=baumstamm.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Grass Replace]
mesh=grass.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Big Grass Patch Replace]
mesh=biggrasspatch.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Crystal Replace]
mesh=crystal1.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Cube Replace]
mesh=BasicCube.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Sphere Replace]
mesh=BasicSphere.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Cylinder Replace]
mesh=BasicCylinder.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Ring Replace]
mesh=BasicRing.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[Cone Replace]
mesh=BasicCone.mesh
bone=spine2
offset_f=0 0 8.5
rotation_f=-90 0 0
offset_c=0 0 8.5
rotation_c=-90 0 0

[FH Logo Replace]
mesh=flatplane.mesh
material=flatplanefhlogo
bone=spine2
offset_f=0 0 5
rotation_f=-90 0 0
offset_c=0 0 5
rotation_c=-90 0 180

Screenshot:


With this tree item, you can...
Block the paths!


Roll over to turn into a tree stump!


Cats may get revenge upon trees for trapping them... By getting the tree trapped!
Or even be the tree that traps cats!

And more!

Above is a maximum sized character, minimum sized characters are more tree-sized.



All meshes and textures harnessed here don't belong to me.

9
Site/Forum Help / Post won't update
« on: September 28, 2019, 06:55:27 pm »
I'm trying to update my creations topic(https://feral-heart.com/smf/index.php?topic=62956.0) to rename it, and add new modifications, but when I click "I am not a robot" and wait a few seconds for it to finish, I get placed into a "Start new topic" screen that is blank, and when I go to the User Creations Collection board(Not using the browser's back arrow), the post hasn't updated. I'm in Google Chrome, however the same problem happens in FireFox too. The post is very close to exceeding the limit.

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Game Help / Function now bound to two keys at the same time
« on: September 17, 2019, 03:17:04 am »
I tried to bind the head move function to the right Alt key, and the function stayed put only until I restarted the game, now it's bound to both the left Alt key and the right Alt key. The video recorder I use uses the left Alt key, so each time I start recording, my character's head position goofs.

The question: How do I contain the power of the head move function within just the right Alt key, and leave the left Alt key empty(Or at least bound to a function that won't goof the film)?

I've looked inside the Keyboard.cfg and found this:
Code: [Select]
Head Track=184
This is also happening with the Autorun key, so I have two autorun keys, the Q key and the Y key. I successfully bound the E Button Of Doom to the C key, with the chat window toggle bound to the E key, so I suspect there can't be a key left unbound when it was originally bound to something... But I don't know what to bind to my left Alt key that I press when I film, I don't want the left Alt key to cause anything to happen in the game.

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