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Messages - cattails

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41
Finished Maps / Re: Hidden Creek - Public
« on: June 27, 2019, 04:52:45 am »
This is really beautiful! I love the wide variety of plants you used, it really brings the map to life :D

42
Game Help / Re: Why Is The Game Coding Simple?
« on: June 27, 2019, 04:29:47 am »
How is your internet connection? If your internet is bad, it might be causing you to disconnect from the server. That's usually the exact same notice I get when my internet is having trouble. ^^

Also, in my experience, clicking that reconnect button never works. All it does is hide the notice box and leave you disconnected. If you want to get back online, you need to quit to the main menu and enter back in manually.

43
Game Help / Re: Why Is The Game Coding Simple?
« on: June 27, 2019, 04:08:47 am »
In regards to the second question:
It's actually not that hard to make new models. Anyone with enough 3D modeling and coding experience can do it. I've done it myself with several feline ears and tails.

Like Jango_Fett said, the biggest problem is that you can't simply add things like new body part models into the game (as far as I know). You have to overwrite a preexisting model to add in a new one. If you want to, say, make a new tail, you need to choose one of the tails already in the game to replace. You also can't rename them in any way. If you make a feather tail to replace Ftail5, it's always going to be called "tailless" no matter what you do.

Still, given that it's possible to replace ears and tails, it should (in theory) be possible to replace the entire canine and feline models, but then you run into another problem: the difficulty of actually accomplishing such an enormous task. It's much harder to modify, convert, export, and properly import an entire model than it is to do the same with just ears. The process of importing and overwriting models involves finding very specific blocks of code in your original file and replacing them with new blocks from your exported file. The more complex a model is, the harder it is to accomplish this without messing up. If you don't know exactly what you're doing, it simply won't work. Heck, sometimes it doesn't work even if you do know exactly what you're doing. :(


^ this is an example of what happens when the code isn't 1000% perfect ^

ALSO, ofc, what we can replace is limited by what we can access. While it's possible to replace the bodies, ears, tails, and manes, I don't believe it's possible for the average person to replace the wings. There isn't a publicly available .blend file that includes the wings and their skeletons. Without those, the best you'd be able to get is an item.

44
Game Help / Re: Combining codes in preset material files?
« on: July 07, 2016, 04:02:47 am »
Unfortunately, that isn't working.


This is the reason I'd like ambient shading on the mane, by the way. As you can see in the picture, it appears to glow at night. :c 

45
Game Help / Combining codes in preset material files?
« on: July 07, 2016, 02:25:13 am »
Hello!

I'm trying to create a preset for a character of mine that happens to be a fluffy white cat. The whole preset was created with ambient shading in the coding, as I'd like the shading to be more pronounced than FH's default coding will allow. This has worked out perfectly so far, but I'm running into problems with the mane. The code for transparency and the code for ambient shading would need to be combined in order to allow both effects to show properly. (Otherwise I'll have to choose between a glowing mane at night or a blocky mane 24/7)

I've tried dropping the ambient shading code in beneath "pass" and above "texture unit," but that didn't seem to work. Neither did tuning "lighting off" to "lighting on."

Here's what my mane code currently looks like:
Quote
material preset_1_maneMat
{
   technique
   {
      pass
      {
         lighting on
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         ambient  0.75 0.74 0.73 1.0
         texture_unit
         {
            texture Preset1Mane.png
         }
      }
   }
}

Here's the two codes separately:
Transparency:
Quote
material preset_1_maneMat
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture Preset1Mane.png
         }
      }
   }
}

Ambient:
Quote
{
   technique
   {
      pass
      {
        ambient  0.75 0.74 0.73 1.0
         texture_unit
         {
            texture Preset1Mane.png
         }
      }
   }
}

EDIT: Forgot to mention that I will be using the 'forward' or 'side' manes, not the 'fluffy' mane. It's probably not important, but I thought I'd mention it just in case it is. <3

Also, is it possible to combine animation (Gif/frame-by-frame style) with ambient shading? If you could help me out, that would be super neat. :y

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