Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Need help with a fish, please.

Author
Message
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 18:39
I made a fish entity and gave it some height in MilkShape. (see attached) Textured and placed in the editor, no problem. The fish appears at the proper height when placed, and if set to physics off it appears at the proper height in-game.

I use a proximity script, and as soon as the player is within range, the fish falls to the floor and chases the player. How do I make the fish move at the proper elevation?

Best.

Attachments

Login to view attachments
X Games
17
Years of Service
User Offline
Joined: 8th May 2007
Location: World Wide Web
Posted: 6th Jan 2008 18:42
I have no idea and sorry i can't help but thats a great idea and snapshot looks so cool!

Join the fps-x-games.com forums

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 18:46
X Games, thanks.

I put this here because I think it's a model issue. If not, let me know or a MOD can please move it.

Best.

Gunn3r
18
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 6th Jan 2008 18:46
Great fish! Is it a character or just an entity?

[url=http://gunn3rgames.zxq.net]
[/url]
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 18:48
It's an entity. If I use ischaracter=1 in the FPE will that make a difference?

Best.

bobert
17
Years of Service
User Offline
Joined: 27th Oct 2007
Location: where ever they sell chocolate
Posted: 6th Jan 2008 18:49
you should just move it off the ground in milkshape

in the immortal words of cheeshead you are a forum ruiner guy!
SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 6th Jan 2008 18:52
Try placing the fish at 0 in milkshape and just adjust the fixnew line in the fpe,it might work better.


xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 19:00
Quote: "you should just move it off the ground in milkshape"


Quote: "I made a fish entity and gave it some height in MilkShape. "

Quote: "it appears at the proper height in-game."


It is off the ground.

Quote: "Try placing the fish at 0 in milkshape and just adjust the fixnew line in the fpe,it might work better."


What is the correct syntax for fixnew. That line is not in the fpe. I know I can add it, and I believe it's the y axis, but I don't know the correct usage.

Thanks.

bobert
17
Years of Service
User Offline
Joined: 27th Oct 2007
Location: where ever they sell chocolate
Posted: 6th Jan 2008 19:09
srry i didnt read the whole thing.

in the immortal words of cheeshead you are a forum ruiner guy!
SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 6th Jan 2008 19:13
offy =
Under orientation.


xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 19:21 Edited at: 6th Jan 2008 19:23
Quote: "offy =
Under orientation."


No, no help. Thanks.

ischaracter creates the shadow and seems to work a bit smoother movement wise, but the fish still falls to the floor when the player get within range.

Best.

Disturbing 13
19
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 6th Jan 2008 20:07 Edited at: 6th Jan 2008 20:08
ok here is the possible solution. I've done this myself. This is one of the 'first bone' type problems. No amount of scripting will fix it, it never did on the bipeds sinking and it wont for this as well.

1. Import a biped skeleton that has the first group of bones at x,y,z, 0,0,0,. The one from the boards will do fine.

2. select all the bones EXCEPT the ones between the feet. Delete them.

3. 'merge' your fish .ms3d (the one at the propper height) file with it. this will change the amount of animation frames to the amount in your fish as well as have the propper animation.

4. export with jt exporter.

The reason this works is because in the bone order you have put the first placed bone (from the biped) ,before the skeleton of the fish. This is a good way to import models that arent FPSC ready.

Hope that helps.

rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 6th Jan 2008 22:42
X I would animate that guy so he floats up and down to use this thing you need to have a pivot bone as d13 suggests which would always be at floor level you would want three or four bones to deform the fishy so he looks like swimming these can then be animated with vertical movement.
nice fishy.


xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Jan 2008 22:55
D13 and rolfy,

Thanks. I'll work on it tomorrow.

Best.

Anja Viotile
17
Years of Service
User Offline
Joined: 20th Nov 2007
Location: Denmark
Posted: 7th Jan 2008 01:53
you can also add a very very very very small box, thats prob invisble inside fpsc. and make it part of the fish. insert the height difference between the box and the fish.

Visit us at
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Jan 2008 04:02
Quote: "you can also add a very very very very small box"


Thanks. That was the first thing that came to mind after reading D13's post. I'll try both ways tomorrow. If the box works I'll do that, because I really didn't want to animate the fish.

Best.

s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 7th Jan 2008 19:01
It could be in the script as well on what the animation is doing when its attacking, a way to get around it is to add a pole to the fish to the floor then use transparent texture on the poll.

Best s4

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Jan 2008 21:15 Edited at: 7th Jan 2008 21:53
Quote: "a way to get around it is to add a pole to the fish to the floor then use transparent texture on the poll."


Thanks. That worked just fine.

best.

xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 7th Jan 2008 21:53
Attached a video of the piranha in motion. (no animation)

Best.

Attachments

Login to view attachments
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 7th Jan 2008 23:13
...sweet!


Widow 13 - Coming Spring 2008
Lightning Bolt Studios
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 7th Jan 2008 23:28
Nice one xplosys!
Captain Kirk
19
Years of Service
User Offline
Joined: 30th Aug 2005
Location: Sickbay
Posted: 10th Jan 2008 14:40
Nice work xplosys!. I love fishes. Will you release this in a modelpack? I need some fish in my game too.
Anja Viotile
17
Years of Service
User Offline
Joined: 20th Nov 2007
Location: Denmark
Posted: 11th Jan 2008 09:50
WOW monster Big piranha hehe

Visit us at
s4real
VIP Member
18
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 11th Jan 2008 10:04
Quote: "Thanks. That worked just fine."



Your welcome X and the fish looking good dont want to be in the water with a few off them hacking away.

Best s4

Wolf
17
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Jan 2008 14:05
Why do you guys still use Waterdecals?

Its my Freedom, Its my Duty, Its my War!
tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 11th Jan 2008 18:13
Quote: "Why do you guys still use Waterdecals?"

Theres no other good way in X9 to do it.

Tyrano

Prepare for an epic battle between Good and Neutral!
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 11th Jan 2008 19:58
*cracks fingers*

Scripting i think...............

Oh wait, you fixed the problem.....i was going to suggest using the FLOATRATE=X command in it's script to keep it constantly at the right level....

Login to post a reply

Server time is: 2024-11-26 20:24:41
Your offset time is: 2024-11-26 20:24:41