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Topics - Emberflame

Pages: [1] 2 3 ... 5
1
Game Help / Old Account Can't Get In
« on: July 26, 2017, 07:31:12 pm »
Alright, so I'm an old member returning after a few years. I used to have an account on the game, but I stopped playing. I did follow the forum for a while (and obviously my forum account still works.) A while back I saw the "all inactive accounts will be DELETED!" announcement; I loaded my account on the forum and all was well. Unfortunately I've tried using my old account, but it "fails to connect to front server." Does this mean that my old account was deleted anyway? Since I didn't load the game itself it would have still been considered inactive.

Either way, if anyone could tell me how to get back into the game, whether my old account can be recovered or if I should make a new one, that would be great! Thanks!

2
Commissions, Trades, & Requests / Random Character Please
« on: December 02, 2013, 03:05:35 am »
Hello, so... yeah. I'd like a character made. ;D

Name: doesn't have one yet, actually
Gender: Male
Appearance:

Ignore my lightly sketched background and distant dragon :P This is a colored pencil drawing of him I did, I'd like him to be painted (or photoshopped or whatever) in more texture and detail than I could get in pencil. (Not the best with color. XP) I'd also like him to be drawn realistically please :)


Close-up of his wing

Pose: Sitting/lying down
Expression: Inquisitive, curious, or just plain straight-faced.
More Detail: So... just notes :P Half bat, half bird wings as shown in picture, wolf's head and body, cat's ears, has a half bat half bird tail (as shown in picture as well,) with red eyes, large claws and saber fangs. :3 Also very thin fur, but slightly thicker and tufty around the neck

I don't have much in the way of payment, but I can pay in karma and/or a drawing like the one above X3 I know it's a pretty specific order but if anybody could make it it'd be super grateful! :)

3
Game Help / Random, and Very Wierd, Preset Help
« on: October 14, 2013, 10:54:09 pm »
Hello! I had the idea to make a water-textured preset, just like the water in-game, but I'm having trouble with coding. I'm using the water mats in-game to make the preset, and borrowing codes from the Water files. (P.S If this isn't allowed please tell me and I'll stop making this preset.) ANYWAY! This is my hilariously failing preset in-game at the moment:



Images don't do it though, but the wings and mane float above the body, and the wings and body ripple just like the in-game water texture. XD Plus, everything but the mane is flattened.

And this is the code I'm currently trying to work with:

material preset_7_bodyMatL
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7body
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_7body.jpg
                                scale 0.4 0.4
            scroll_anim -0.05 -0.05
         }
      }
   }
}
material preset_7_bodyMatR
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7body
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7body.jpg
                                scale 0.4 0.4
            scroll_anim -0.05 -0.05
         }
      }
   }
}
material preset_7_headMatL
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7head
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7head.jpg
                                scale 0.4 0.4
            scroll_anim -0.05 -0.05
         }
      }
   }
}
material preset_7_headMatR
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7head
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7head.jpg
                                scale 0.4 0.4
            scroll_anim -0.05 -0.05
         }
      }
   }
}
material preset_7_eyeMatL
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7eye
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7eye.jpg
                                scale 0.5 0.5
            scroll_anim -0.08 0.1
         }
      }
   }
}
material preset_7_eyeMatR
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7eye
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         
         texture_unit
         {
            texture preset_7eye.jpg
                                scale 0.5 0.5
            scroll_anim -0.08 0.1
         }
      }
   }
}
material preset_7_tailMat
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7tail
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7tail.jpg
                                scale 0.4 0.4
            scroll_anim -0.05 -0.05
         }
      }
   }
}
material preset_7_maneMat
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7mane
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_7mane.png
                                scale 0.5 0.5
            scroll_anim -0.08 0.1
         }
      }
   }
}
material preset_7_equipMatL
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7equip
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_7equip.jpg
                                scale 0.5 0.5
            scroll_anim -0.08 0.1
         }
      }
   }
}
material preset_7_equipMatR
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 10
         }
         texture_unit
         {
            preset_7equip
         }
      }

   }
}

vertex_program WaterVP cg
{
   source water.cg
   entry_point water_VP
   profiles vs_1_1 arbvp1
}

fragment_program WaterFP cg
{
   source water.cg
   entry_point water_FP
   profiles ps_2_0 arbfp1
}

fragment_program UnderWaterFP cg
{
   source water.cg
   entry_point underwater_FP
   profiles ps_2_0 arbfp1
}

         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_7equip.jpg
                                scale 0.5 0.5
            scroll_anim -0.08 0.1
         }
      }
   }
}

I borrowed this code from the water.material file in FeralHeart>Media>Materials I'm not good a coding, know almost nothing about code, I just modify the little bits. :) If anybody can help please respond!

(Again, if I'm breaking the rules here or something, tell me and I can stop)

4
Game Help / Trouble Loading Maps?
« on: October 03, 2013, 05:24:02 pm »
Hello, I'm working on a requested map but I'm having trouble loading the terrain in game. My dad recently wiped his drive, so I re-downloaded FeralHeart and my meshes, everything seems to be in working order, but whenever I load the map terrain, the game crashes. I've never had this problem before, and I've made tons of maps, I don't have Gimp on this computer, so I made the terrain and mask on my moms laptop, then attached it to my email and put it in the proper place in the game files. I've tried moving files, renaming, different ways of typing it in in-game, but nothing seems to work! Help? :(

5
In-Game Roleplay & Group Advertisement / The Cookie Club!
« on: October 03, 2013, 02:35:54 pm »
Hello! I've been thinking on this idea for a long time now, and finally decided to put it into action. :D

Your a newbie?

Any trouble making friends?

Need to know the game basics?

Join The Cookie Club!

So... yeah. You don't have to be a newbie, you don't have to not know the game or anything, this is just a little chat/rp group I decided to make to help anybody who needs friends, isn't the best roleplayer, etc. etc. This group is also intended for some of the younger users who play this game, feel free to join no matter what, just a few rules. :)

1. No swearing! (Including the 'd' word)

2. No inappropriate/PG13 language, actions, etc.

3. No fighting out of rp.

Yeah... pretty much. Nothing to it really. ^.^ This is intended to be a chat/friends group, but we will roleplay on occasion, if you want to drag a few buddies off to form a private rp, completely fine with me. ;D We are mapless as of now, I will be making us a map that we can use anytime we want, however the map is not a necessity and if your computer can't handle it that's fine. :3

If you want to join you don't need any special applications or anything, just make a cookie and send a request to The Cookie Club in game via group search! :) Or find us at the stone bridge if your lucky enough to catch us advertising, hope to see you online!


Group Members:

CocaChip(me)


P.S This thread will also be our out-of-game help thread, post here for any problems finding the group or otherwise. :)

6
Characters / Watcher
« on: September 17, 2013, 02:13:44 pm »
I don't have very good screenies right now, I will make some better ones and update soon X3

Name: Arean (also known as Shadow, later changed name to Watcher)

Gender: Male

Age: Roughly 2 1/2 wolf years

Species: Wolf

Appearance: Black with dark grey paws, muzzle, ears, tail ring, and tailtip. He also has grey underfur, with royal blue eyes. He wears feathers behind his ear, a sapphire necklace, and is a runt.

Personality: Shy and very reserved, avoids almost all other creatures at all costs and would much rather be left alone. He prefers to sneak rather than fight, and keeps his activities to the shadows of the night. He also seems to have a knack for getting himself into trouble, and for finding good hiding spots. Arean almost never ventures into daylight, and don't bother trying to track him. Why? He's probably tracking you. (His shyness and want to avoid others contradicts slightly with the fact he's a thief.)

Background: Arean, (also known to some as Shadow,) is a runty wolf with a shy personality. He avoids others at all costs, and is rarely ever seen. He stalks the shadows of the night, and tracks well. Arean has a very sensitive nose, and can track for miles on end. If you want to have any hope of finding him, it's best recommended to pick a wolf pack and follow it. With any luck, Arean will be following the same one. He follows wolf packs for one reason: survival. He was abandoned by his birth-pack as soon as he was weaned, left to fend for himself and deemed "unworthy" of being a pack member.
     He wandered alone for nearly a year, feeding off berry bushes to keep himself alive, and stealing food during the winter. After that he happened to wander into the domain of an aged and dying loner, one of whom he came to love. The old loner, who's name remains a mystery, took him in and kept him safe. The loner also taught him Dark Magic, a secret the two agreed to keep. There was one thing the loner was to old to teach him, however, which was how to hunt. The loner soon passed away, however, and Arean was left to himself again.
     Arean traveled onward until he came to a valley called Urak, where he followed some other packs for food. After the valley was destroyed by a catastrophic collision, he followed the pack some more as they made their way to Kein. Here in Kein Arean met a kind alpha named Calla, who was willing to share the packs lands with him. After a time, however, the pack seemingly vanished, and he hasn't found them since. Arean changed his name to Watcher, and resides in Kein now, watching over the land where he shared his best memories, and hoping his friends return. A wanderer is a wanderer though, and he will often venture outside of Kein before returning.
(Credits to dawnmaloney for Urak, Kein, and Calla, she made the maps and played Calla in rp.)

Other: I've probably mentioned this several times now, but I will mention it again ^.^ He's a runt and wears a sapphire necklace and ear feathers. He has also developed a very un-wolfish taste for fruit, crayfish, and other plants and small water creatures. He also spends most of his free-time perfecting his far-from-perfect Dark Magic.

Theme Song: None as of yet, for all the time I've had this charr I still haven't found him a good theme song :P

Pictures: I need better screenies, but for now, here you go X3





Haha, I finally figured out how the image thing works! :D It probably sounds stupid, but right now I don't really think that matters. ^.^

7
Request/Find Meshes / Savannah meshes needed ASAP!
« on: September 03, 2013, 02:14:19 pm »
Hi! Ok, I'm making a map for a pride that I joined and I need some meshes:

A willow tree mesh

savannah grass(yes, I know about FH's grass)

also, if someone could convert Eglify's crocodile mesh into a .zip file (I can't to .rar T.T) it would be really useful.

if anyone could get me these asap I would really appreciate it! Thanks! :)

8
Game Help / Objects Disappear?
« on: June 27, 2013, 09:56:11 pm »
I've been making a map for a warrior cats rp, but some of my meshes won't show up in game. :( Another thing is, it's only certain trees, two of three of which I downloaded from the same pack, but other trees in the pack show up just fine; I've already tried deleting and re-adding the items, but it doesn't work. I can see them perfectly in map-maker, but in game they disappear :/ help?

9
Game Help / No Fluorite?
« on: June 23, 2013, 12:35:31 am »
When ever I load FH, I can't enter Fluorite Plains. :( The game itself works just fine, I can use Bonfire, Sky's Rim, Ficho Tunnel, all the other maps! But when ever I try and enter Flourite, or load a charr already in, the game just crashes. Help? :(

10
Game Help / Game Crash!
« on: February 03, 2013, 03:50:39 am »
I need serious help! :( my game crashed twice in only two days, the first time I deleted and replaced all files in MyObjects, causing me to lose all but one of my maps. when it crashed again, just after I had completed and exported a map request, it didn't work. I've done everything, deleted various files, shifted files in my Exports to various locations, extracted all the .zip files in MyObjects, extracted all the .zip files in Exports, re-downloaded the game patch, re-downloaded the game itself, but nothing works! plz help meh :(

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