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casdepri

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Posts 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?

    Картинки по запросу плащи ла2 крылья

  2. 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:

     

    cd1f02d3cfae54f32e5684e79d2c5ebd.jpg

    ab19bd987821723f7f6e972c6603f50d.jpg

    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.

     

  3. o i didnt know you meant that it has no emitters literally lOL

    you should download the already exported scripts that i included in the post instead of trying to export it yourself

    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! 

     

  4. yes, you can add 

        RelativeRotation=(Pitch=x) or     RelativeRotation=(Yaw=x) or     RelativeRotation=(Roll=x)

    to the end of emitter file

    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
    }
    
  5. Uhm if it works via additionaleffect ur doing a simple mistake perhaps lol, it depends on the client, but if u wount add a number i forgot in weapongrp it wount show the effect. In interlude its the hero glow of weapon. (if you enchant it will show ;) if u wount add the line). So it depends on your client maybe ;).

    P.S the compiled one doesn't show emmiters its not the full script ;)

    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?
  6. 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
    } 

     

    7b9a45377da471bd9031d7558843f34a.jpg

     

    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)

     

    cfd69ad1c8a8089fd7f76fb1c0e11ed9.jpg7993116a4ce9641cdbe450d89e70aa0a.jpg

     

    PS sorry my eng  :-X

  7. 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 )

    cfd69ad1c8a8089fd7f76fb1c0e11ed9.jpg7993116a4ce9641cdbe450d89e70aa0a.jpg

     

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