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FPSC Classic Models and Media / Beast Character, please help

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alimpo83
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Joined: 30th Dec 2005
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Posted: 5th Oct 2007 14:33
Hi all,

I've downloaded a beast model from turbosquid.com, and after half an hour of modifications, I've managed to finally get it in the right position.

But while the facing the player is right, it's far from the floor. Is there a way to make it touch the floor without editing entity while making the level, because that will make me loose the shadow?



This is how I've made the *.fpe :

;orientation
model = beast.X
offx = 0
offy = 0
offz = 0
rotx = 90
roty = 30
rotz = 0
scale = 100
fixnewy = 180

I don't know how to work with the offx, offy... what does it mean?

Please help,
Thanks!

Pre-producing the game "AURORA", an FPS by Limpo Arts
force master
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Posted: 5th Oct 2007 20:33 Edited at: 5th Oct 2007 20:36
X is your horizontal axis
Y is your vertical axis
force master
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Posted: 5th Oct 2007 20:36 Edited at: 5th Oct 2007 20:39
X is your horizontal axis
Y is your vertical axis

your slope is M = (Y^2 - Y^1) / (X^2 - X^1)

Y=MX + B is your slop intercept form for determining where the item will cross on the grid.

Just locate 2 points on your grid where your character is located and plot the points.

This should be a good starter... but this will not work very well in 3d space and should actually be replaced with the actual equation.
Gemstone Games
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Posted: 5th Oct 2007 20:38 Edited at: 5th Oct 2007 20:40
Well, if it helps any, the model tends to be centered when it's created. In order to fit onto the floor, the 'fixnewy' (since the y is almost ALWAYS the vertical) automatically sets the value at 180. This can be messed with if you're looking to create a floating effect like Basil Studio's Lich character--if you keep the fixnewy value set at 180, it'll look like he's dragging his tail. But if you set that to 190, it'll create the floating effect. However, that's not what you're wanting to do. In fact, judging from the way the pic looks, 180 is WAY too high.

From the way your pic's looking (it'd be nice if I had a side shot or at the very least a pic of the actual model so I could compare easier, but this will do), it's looking like you're going to have to lower the fixnewy value until the beast looks like it's walking on the floor flat and you still have the shadow. Go at least in incriments of 10, and then once you get close, fine tune it.
force master
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Posted: 5th Oct 2007 20:42 Edited at: 5th Oct 2007 20:43
There is an equation that works for all lines regardless of the space's dimension. It is (L = p0 + vt), where L represents the set of points comprising the line, p0 is an arbitrary point known to lie on the line, v is the direction vector that the line travels in
Gemstone Games
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Posted: 5th Oct 2007 20:48
*scratches head* For the record, I barely passed Geometry when i was still in school. Calc and Trig were a little too over my head to understand.

I think I get what you're saying somewhat, but FPSC isn't exactly designed for those of us with a mathematics expertise. All he should have to do is adjust the fixnewy value until it's where he's satisfied with it. Now, if the game engine was pure code, then I could see him needing the formula.

Not trying to pick a fight, I'm just saying...
force master
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Posted: 5th Oct 2007 21:10 Edited at: 5th Oct 2007 21:11
Just trying to help, I normally just write down everything on paper and then calculate the exact entities position. This just saves alot of trial and error crap later.
ghost5555
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Posted: 5th Oct 2007 21:15
why dont u just press pgdown? in the editor?

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Butter fingers
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Posted: 5th Oct 2007 21:26
Force master, your answer was really helpful to all the people doing algebra at Oxford, but unfortunately no help to a FPSC user.

It's simply a case of adjusting the values in the FPE.

If you think what you posted was helpful, perhaps you should have a look at the maths functions available in the FPSC scripting language....there are none.

I know you're just trying to help, but it's this kind of over technical (and irrelevant) posting that puts people off.

alimpo83
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Posted: 5th Oct 2007 21:28
I've kinda sort it out, but now I need to know how to edit the anims.

The X model has the following ones:
0-30 walk
0-120 walk
150-190 run
150-210 run
250-333 attack-01
320-400 attack-02
390-418 death-01
478-500 growl
500-550 death-02
565-650 death-03

In the FPE, which ones are these? I've looked up in the manual but didn't figure it out.

Pre-producing the game "AURORA", an FPS by Limpo Arts
force master
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Posted: 5th Oct 2007 21:52 Edited at: 5th Oct 2007 21:56
I was just explaining an alternative way for plotting how you can do it without the trial and error method. I will not take flak for trying to help people.

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