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casdepri

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Everything posted by casdepri

  1. Hi! How to attach such animation to the cloak? I know that in AdditionalItemgrp all the animations are recorded, but how does the animation find where to attach? Where do I specify it? In the script? Can I add a bone? But where to specify that the animation should be attached to the cloak?
  2. The effect of skeletons from the island of HB, suitable for any NPC. Interlude. cdp_effect
  3. Hello! How to make the character save the weapon in his hand?) The HF Chronicles format * .fbx The model can be inserted into the hand through obj, but then the texture turns into "meat", and then the game breaks the texture into a weapon. If this is done through max, actor, YE, it works like this, but the texture is in place: PS If someone really helps with the problem, I will not regret, I'll throw off on beer / chocolate. And I want to learn specifically, it's not for sales. I do for myself.
  4. Greetings! I looked at the video, and did so. It does not work :( True, this time I was able to achieve that there was a line "Emitters =", but I could not get it to work. Just in the client HF does not have skill.usk file, so I missed the point with Hex. Even the Internet is the same animation that I'm trying to do myself, the only difference from my file is the line "bSunAffect = true". http://www.mediafire.com/file/50vaa0kfsj1k7je/Hellow.rar Thx!
  5. http://www.mediafire.com/file/2ju94m7s42gramk/unreal+effect.rarthis?
  6. class e_u092_i extends Emitter; // їµїх№«±в - the_bow_of_hero - ITEMID = 6619 defaultproperties { bNoDelete=False RelativeRotation=(Pitch=0,Yaw=0,Roll=16000), bDirectional=True } I guess I'm doing something wrong, but the emitter line is removed after compilation. Oroginal: class e_u092_i extends Emitter; // їµїх№«±в - the_bow_of_hero - ITEMID = 6619 defaultproperties { Emitters= bNoDelete=False bDirectional=True }
  7. Suitable if this method is to rotate the animation weapon glow?
  8. I tried to turn the effect of standard weapons of the hero, it does not work. This should all work for HF?)
  9. I did this effect dagger Hero. Does not work. Only through additionaleffec. :( And I want to do this for HF. This script shows the glow, but only through additionaleffect. I found a full script in the source code the Helios, but it is not compiled, probably due to the fact that the compiler does not? And if he is still in the game shines, how to turn it?
  10. Hi! I'm trying to turn the effect of Helios. But nothing happens. Here is the original * .us class weapon_shadow_buster extends Emitter; defaultproperties { Emitters= bLightChanged=True bNoDelete=False bSunAffect=True RelativeRotation=(Pitch=-16085,Yaw=11110,Roll=0), DrawScale=0.10 bUnlit=False bDirectional=True } After compilation class weapon_shadow_buster extends Emitter; defaultproperties { bLightChanged=True bNoDelete=False RelativeRotation=(Pitch=-16085,Yaw=11110,Roll=0), DrawScale=0.10 bUnlit=False bDirectional=True } If I add the effect through Weapongrp.dat, nothing happens. The effect is visible when you add it via AdditionalEffect.dat. What is the problem? Please help me) PS sorry my eng :-X
  11. только мне вот не понятно, а где у тебя тут статики?) Почему без них все работает? Или они у тебя закодированы в *.u?
  12. Спасибо) как обычно ты меня выручаешь =)
  13. Hello! Please help me to find the animation for this weapon in the client.
  14. Hi guys! I'm trying to adapt to the shadow of weapons chronicles GOD Infinite Odyssey. But I ran into a problem ... All the effects of this pack are turned 90 degrees away from the weapon. How to fix it? Хочу прицепить к мечу эффект, но он повернут ровно на 90 градусов по часовой стрелке от меча. В чем может быть дело? Как его повернуть в нужное русло?) Помогите пожалуйста разобраться )
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