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FPSC Classic Models and Media / Viral Outbreak - Model Pack 52

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SOLO DESIGN
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Posted: 20th Dec 2010 00:19
bond1 I have instead of sending you the odel files, perservered and made the rib cage again for the model (practice, practice!)

Here is some screen.

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SOLO DESIGN
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Posted: 20th Dec 2010 00:20
and another

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bond1
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Posted: 20th Dec 2010 02:08 Edited at: 20th Dec 2010 02:08
Quote: "bond1 I have instead of sending you the odel files, perservered and made the rib cage again for the model (practice, practice!)"


Wow, that character looks truly incredible! Great job man! Very very impressive...I hope everyone takes the time to look at that.

"bond1 - You see this name, you think dirty."
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DarkFrost
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Posted: 20th Dec 2010 02:10 Edited at: 20th Dec 2010 02:10
Hey uhhh, I sent ya an email bond1.

Btw, solo design those characters look superb.

[img][/img]
SOLO DESIGN
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Posted: 20th Dec 2010 09:45
bond1 & DarkFrost thanks for your comments, the real true marvel is your shader bond1 that and manipulation in Darkshader
SOLO DESIGN
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Posted: 20th Dec 2010 10:02
bond1 I would like to know how the medusa death seq was done, so I can replicate on my skeleton warrior - can you shed some light on how this effect can be duplicated onother models or a small tutorial??

Many thnaks for your hard work and the shaders...SUPERB STUFF!!
bond1
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Posted: 21st Dec 2010 15:33
Quote: " can you shed some light on how this effect can be duplicated onother models or a small tutorial??"


Maybe after X-mas. TGC has asked me to make a few tutorials on various stuff, so I may do a tutorial bomb after the holidays. For now, look at the medusa character's textures, specifically the alpha channels. Then look at the destroy script for that character. ShaderVariable2 controls the burnout sequence in the shader for that character. It probably doesn't make much sense unless you know HLSL and can make the connection in the shader itself. But you don't really NEED to understand that to use it. Hopefully it will give you a general idea of what is going on from a scripting standpoint.

"bond1 - You see this name, you think dirty."
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Metal Devil123
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Posted: 24th Dec 2010 11:58
Quote: "SOLO DESIGN "

Awesome character! Love it!

And these are awesome too! Can't wait to shoot some aliens... again!

Wise Wowk
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Posted: 25th Dec 2010 17:18
Merry Christmas!
I just purshased the model pack 52
and I'm waiting approvel.

This looks truly amazing,
Thanks Alot!
Conjured Entertainment
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Posted: 29th Dec 2010 17:17 Edited at: 29th Dec 2010 17:20
Quote: "Wow, that character looks truly incredible! Great job man! Very very impressive...I hope everyone takes the time to look at that."

Yes, very nice indeed.

@Bond1
So, in order to use this for the stock characters, or from model pack 4 etc, I will need to make a shader from each one from your template? (extra textures too?)
One shader will not work for all the characters??? They each need their own???

I get the blob and your shadow on the MP52 characters instead of just your shadow.
So, I can replace the Blob with a transparency or use HIDESHADOW=1, but I still need to make a shader for each character???

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Wolf
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Posted: 29th Dec 2010 21:18
Quote: "One shader will not work for all the characters??? They each need their own???"


No, it has a shader that works for every character. the "template" one.

Replace the blob with a transparent PNG image and you're done.



-Wolf

God Helps the Beast in Me!
bond1
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Posted: 30th Dec 2010 00:14 Edited at: 30th Dec 2010 00:17
Quote: "I get the blob and your shadow on the MP52 characters instead of just your shadow.
So, I can replace the Blob with a transparency or use HIDESHADOW=1, but I still need to make a shader for each character???"


You only need to make a different shader for characters of different heights to specify the shadow offset, then use the new command HIDESHADOW=1 to hide the blob shadow in the character's appear script (or replace the blob shadow with a transparent one). HIDESHADOW=1 is a new command in v1.17, make sure to redownload 1.17 to get this new command since it wasn't included in the initial release.

And also, the character's height refers to it's "real" height, the scaling value in the FPE doesn't affect the shadow height, so you can re-use the same shader if you're just scaling the character's height in the FPE.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 30th Dec 2010 14:54 Edited at: 30th Dec 2010 15:09
Quote: "No, it has a shader that works for every character. the "template" one."

I'll try that one next.

Quote: "Replace the blob with a transparent PNG image and you're done."

I've done that already because I am using v118 so I don't want the new v117.

Quote: "And also, the character's height refers to it's "real" height, the scaling value in the FPE doesn't affect the shadow height, so you can re-use the same shader if you're just scaling the character's height in the FPE."

That must be what is messing me up then, the height.
I created a Brute_I.dds, and then tried using the following shader from grendel 3...

effect = effectbank\ps_2_0\viral_outbreak\grendel.fx

...and I got no shadow, so it must be the height.

I'll try it again with the template and then try playing with the height.

Thanks guys


EDIT
Well, the template did not work for the Brute, so I guess I'll have to edit it.
So, I'm off to look at the tutorial image and then try making one for him from the template.

How do we know what the height is of the characters, like the Brute?

You say the average is 70 for most characters, but is there any quick way to find out what the number is for models we buy like the Brute???

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bond1
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Posted: 30th Dec 2010 15:21 Edited at: 30th Dec 2010 15:22
Quote: "You say the average is 70 for most characters, but is there any quick way to find out what the number is for models we buy like the Brute???"


Not unless you import the character in a modeling program to measure it's height in units. But it only takes a couple of shader tweaks to get it right. A segment is 100 units high for reference. Most human characters are in the 70-80 range. So you can get in the ballpark range pretty easily.

And you MUST use the template shader included for your own characters. The other shaders are custom made for their particular character with shader variables, etc. The template is for making your own.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 30th Dec 2010 15:50 Edited at: 30th Dec 2010 15:56
I tried using the template but I must be doing it wrong, because I have had no luck.

See attached image...

Your template image says it doesn't show up right in the DarkSHADER but it shows up in there for me, just not in FPSC.

Maybe I have not found the right height yet, but I have tried 0, -32, -38, and -40 so far with no luck.

Maybe I am loading it in DarkSHADER wrong or something.
Is there a video tutorial showing the steps to take to edit this yet?

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bond1
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Posted: 30th Dec 2010 15:59 Edited at: 30th Dec 2010 16:01
You got it right, that's how it should look in Dark Shader. If it's not showing up in the game, then there is chance that it is getting obscured just below the floor.

EDIT: I will try this character myself and get back to you.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 30th Dec 2010 16:03 Edited at: 30th Dec 2010 16:06
Quote: "If it's not showing up in the game, then there is chance that it is getting obscured just below the floor. "

That is why I tried the 0 in the hopes it would show up above the floor, so I could go down from there.

Quote: "EDIT: I will try this character myself and get back to you."

Thanks Bond.

I hope my DarkShader is not corrupted or anything, because it saves projects and FX files fine, but I get a DBPro error when closing the program.

Sorry for being an idiot, but I need to get this thing working for all characters, so I am anxious to get the first one figured out.

Thanks again

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bond1
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Posted: 30th Dec 2010 16:14 Edited at: 30th Dec 2010 16:21
Well all working here. The magic number for the shadow offset for this character is -35. Make sure you have the shader assigned in the FPE file. And to double check that you've exported your changes correctly from Dark Shader, open up the .fx file in notepad and look for this section and make sure the value is set correctly:

float ShadowOffset
<
string UIWidget = "slider";
float UIMin = -100.0;
float UIMax = 0.0;
float UIStep = 0.1;
string UIName = "bumpiness";
> = -35.000000;

I'm off to bed now and will check back later today.



"bond1 - You see this name, you think dirty."
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Mr Game
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Posted: 30th Dec 2010 16:26 Edited at: 30th Dec 2010 18:29
Hi Bond1,

hope U are online.
we have some problem with transparency on the tooth.
Could U look at these nice girls?
scylla.wmv - take a look and give some advice, please.

thanx

Mr Game
Insomnia is Coming
model by Horribly and Erart.

Insomnia is coming...

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Conjured Entertainment
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Posted: 30th Dec 2010 16:32 Edited at: 30th Dec 2010 16:52
Quote: "Could U look at these nice girls?"

NICE!


Well I am doing something wrong then, because I still get no shadow using -35

I opened the FX file to make sure it saved the -35 and it did.

Quote: "
//offset shadow 1/2 character's height in FPSC units to place at ground level
float ShadowOffset
<
string UIWidget = "slider";
float UIMin = -100.0;
float UIMax = 0.0;
float UIStep = 0.1;
string UIName = "bumpiness";
> = -35.000000;

"


The FPE calls that FX file for its effect.
Quote: "
;visualinfo
textured = Brute_D2.tga
;effect = effectbank\bond1\brute.fx
effect = effectbank\ps_2_0\freaks\brute.fx
;castshadow = 0
reducetexture = -1
"


I still get no shadow.


EDIT
NEVERMIND BOND I GOT IT!!!!
For some reason my saved map wasn't doing it even though I deleted the .dbo and .bin files for the Brute.
I made a new map for the test and it worked fine. (I'll use a new map for future tests!)

I didn't think to use -35 at first because I thought the Brute was taller than an average character.

THANKS BOND!!!!

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Conjured Entertainment
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Posted: 1st Jan 2011 15:03 Edited at: 1st Jan 2011 15:09
Yeah yeah I double posted but only so he would know I had a new question. (an edit wouldn't appear as an update to the thread)

Quote: "Transparency is hardcoded in this shader, it uses ALPHABLENDENABLE to have partially transparent shadows. That means you can't also use ALPHATEST transparency at the same time."


Is there anyway to make the non-transparent shadow (the hard shadow (the first one, not the stencil)) so it can handle transpareny in the texture???

I only ask because I often take out part of the texture (like the glasses and the backpack on the student talker) to make unique characters.
The transparency of the shadow is not as important to me as the transparency of the texture for some uses.
I was hoping it would work, because then we would have the best of both worlds.

Also, do you have any plans to release the other shadow shader? (the hard shadow)

P.S.
HAPPY NEW YEAR!!!

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bond1
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Posted: 1st Jan 2011 15:14 Edited at: 1st Jan 2011 15:15
Quote: "Also, do you have any plans to release the other shadow shader? (the hard shadow)"


There will be an update for this pack soon, once TGC is back from the holidays, and I get a few days off work. I will include a new template shader that addresses a few issues including tranparency. Also, hockeykid was VERY KIND to convert all the character's scripts to use DarkAI. So these characters will be even more terrifying as they can find their way around obstacles and hunt you down.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 1st Jan 2011 15:18
Quote: "There will be an update for this pack soon... I will include a new template shader that addresses a few issues including tranparency. "

Yay, yay, that's greeaat!

See that everyone? Pestistence pays off!

Thanks Bond! (you da man)

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Wolf
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Posted: 1st Jan 2011 15:43
Quote: "I will include a new template shader that addresses a few issues including tranparency."


so transparent texture elements are not working with this shader at the moment?




-Wolf

God Helps the Beast in Me!
Conjured Entertainment
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Posted: 1st Jan 2011 16:02
Quote: "so transparent texture elements are not working with this shader at the moment?"

Not yet, but I'm sure his update will take care of it.

Here is an image showing a shadow on the student from the talkers... (see attached image)

The resolution is poor and the blob image is black and white (from a full screen shader image), but you can see the parts I had transparent show up as black.
No, I do not use black with a JPG, I used DDS for the transparencies by cutting out those parts of the texture.

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Mr Game
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Posted: 2nd Jan 2011 14:49
@Conjured
could U send me your email address?

Mr Game

Insomnia is coming...
Wolf
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Posted: 2nd Jan 2011 16:26
Quote: "The resolution is poor and the blob image is black and white (from a full screen shader image), but you can see the parts I had transparent show up as black.
No, I do not use black with a JPG, I used DDS for the transparencies by cutting out those parts of the texture."


Yes...I experienced the same problem



-Wolf

God Helps the Beast in Me!
Conjured Entertainment
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Posted: 4th Jan 2011 17:11 Edited at: 4th Jan 2011 17:16
Quote: "could U send me your email address?"

WHY?

1) Do you want to call me bad names that you can't say in the forums?

B) Do you want to spam my mailbox?

3) Other Reason

Seriously though, I guess I can, so I'll send you an email.

EDIT
Email Sent

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Butt monkey
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Posted: 4th Jan 2011 18:38
Nice job with the Regenerator/Iron Maiden Really like the "standing up" animations.
bond1
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Posted: 4th Jan 2011 18:59 Edited at: 4th Jan 2011 19:01
Quote: "Nice job with the Regenerator/Iron Maiden Really like the "standing up" animations. "


Thanks. It took a lot of willpower to not overuse that animation on every single character. It just came out so creepy and unnatural. I showed my brother and parents while they were visiting for Christmas, and it creeped them out too.

"bond1 - You see this name, you think dirty."
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michael x
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Posted: 4th Jan 2011 19:26
hey bond1 is the update for the textures for this pack almost done?

more than what meets the eye

Welcome to SciFi Summer
bond1
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Posted: 4th Jan 2011 19:39 Edited at: 4th Jan 2011 19:40
Quote: "hey bond1 is the update for the textures for this pack almost done?"


Will be included in the update and sent to TGC this week.

A high-definition video of the pack is now on my Youtube channel, which looks much better than the version TGC is hosting.

It can be viewed here: Viral Outbreak HD

"bond1 - You see this name, you think dirty."
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Mr Game
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Posted: 4th Jan 2011 20:06
great, when will be next environment pack - Metro theme (asylum)?

Insomnia is coming...
Nomad Soul
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Posted: 5th Jan 2011 02:25
@Bond1

Can't wait for the Dark AI updates for these bad boys.

I read something you might find interesting. John Carmack is unhappy with how telephone wires and lattice works look in RAGE when the player is moving because they are not running with aliasing on the consoles.

He'd like to see a nice telephone wire shader to make those kinds of things look nicer.

The Zoq2
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Posted: 7th Jan 2011 00:07
This pack is realy awsome, but i have a question, if im going to release a character with the shader from this pack, can i share my version of the shader or do people have to buy the pack and dark shader to change the seting them selves??

Srry about my english im from sweeden
bond1
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Posted: 7th Jan 2011 00:47 Edited at: 7th Jan 2011 00:50
No you can't distribute any content from the pack, including shaders. It is only for your own use, within your own projects.

Although anyone who has bought this pack could easily make their own shader for your character using the included template.

"bond1 - You see this name, you think dirty."
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The Zoq2
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Posted: 7th Jan 2011 18:18
Ok, but what if they don't have dark shader?what lines shuld they edit

Srry about my english im from sweeden
bond1
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Posted: 7th Jan 2011 20:30
The bolded line:

float ShadowOffset
<
string UIWidget = "slider";
float UIMin = -100.0;
float UIMax = 0.0;
float UIStep = 0.1;
string UIName = "bumpiness";
> = -35.000000;

"bond1 - You see this name, you think dirty."
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The Zoq2
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Posted: 7th Jan 2011 22:29
Ok thanks

Srry about my english im from sweeden
SOLO DESIGN
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Posted: 14th Jan 2011 14:23
bond1 I have used your medusa textures and script on my skeleton model and he acts very well with a burning death sequence.
What I wish to do now is use the skeletons original textures with the medusa texture setup -alphas etc.
I have tried this but the textures do not appear on the model correctly because of the 1024x2048 size the medusa textures are set at.
Is the medusa model textured differently to normal models, what I mean is the texture seems like a seemless one rather than a specific uv mapped one.

Can UV mapped textured models use the burning death sequence of the medusa?

Thanks
raymondlee306
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Posted: 16th Jan 2011 01:49
I'm having some trouble with changing the destroy script to fade corpse. When I don't the character moves and attacks but there are no animations, just kind of sliding around. When I use the destroy scripts they came with, they stay as dynamic entities and frame rate suffers.
bond1
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Posted: 24th Jan 2011 00:21 Edited at: 24th Jan 2011 00:25
Quote: "I'm having some trouble with changing the destroy script to fade corpse. When I don't the character moves and attacks but there are no animations, just kind of sliding around. When I use the destroy scripts they came with, they stay as dynamic entities and frame rate suffers."


I wouldn't advise swapping any of the scripts, each script has been carefully crafted to suit the character. Instead, edit the existing scripts themselves. If the corpses are making your framerate suffer, I would suggest adding a "destroy" command to the script.

How I would personally do it: After character goes into ragdoll, start an entity-timer in the script, then add the destroy command after, say, 5 seconds. That way the corpses don't pile up. Alternatively, add the destroy command after the player gets X-amount of distance away from the corpse, using the "plrdistfurther" command.

"bond1 - You see this name, you think dirty."
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Thraxas
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Posted: 24th Jan 2011 06:22
Quote: " Alternatively, add the destroy command after the player gets X-amount of distance away from the corpse, using the "plrdistfurther" command."


I like this method the best.

Your signature has been [mod edited] :-p
KonGO
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Posted: 7th Feb 2011 15:02
Sorry but those zombies pack Viral Outbreak, are similar to the zombies of Dead Space 2. Would you be inspired by them?
Lewis
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Posted: 8th Feb 2011 16:44
Quote: "Sorry but those zombies pack Viral Outbreak, are similar to the zombies of Dead Space 2. Would you be inspired by them? "


Technically, they arent zombies. They're creatures, or 'experiments'.

Ertlov
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Posted: 9th Feb 2011 18:47
Quote: "How I would personally do it: After character goes into ragdoll, start an entity-timer in the script, then add the destroy command after, say, 5 seconds. That way the corpses don't pile up. Alternatively, add the destroy command after the player gets X-amount of distance away from the corpse, using the "plrdistfurther" command."


Tried that - but with no result. The corpse still stays there and consumes 3-4 of my precious fps.

Come to where the madness is:
http://www.homegrowngames.at
rolfy
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Posted: 10th Feb 2011 07:17
Just got this and having a play around....Grendel is....gorgeous and will suit my game perfectly with no work at all.

Do you still intend to update these for DarkAI?
bond1
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Posted: 10th Feb 2011 07:36 Edited at: 10th Feb 2011 07:40
Quote: "Do you still intend to update these for DarkAI?"


Absolutely. But I'm waiting until 1.18 is out of beta to release the update, just in case anything else changes. Lee said it should just be a few more weeks.

Quote: "The corpse still stays there and consumes 3-4 of my precious fps."


Yes, the catch 22 is that once the "suspend" action is called, the script then ignores all further conditions. So adding the destroy command after ragdoll is difficult - but I'm searching for a solution. Ragdoll is a drain on the CPU (not GPU), as you can see the shadow disappear once the character enters ragdoll where the CPU takes over. If I can't find a solution, the update to this pack will contain canned death animations so that you aren't forced to use ragdoll.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 23rd Feb 2011 02:19 Edited at: 23rd Feb 2011 13:47
Quote: "Yes, the catch 22 is that once the "suspend" action is called, the script then ignores all further conditions. So adding the destroy command after ragdoll is difficult - but I'm searching for a solution. "

My ragdollfade.fpi uses a destroy action after going ragdoll Bond.
Did you try that???

I'll try it with them and see what happens.
It'll be awhile though, because I don't have your MP on this Netbook yet, but I'll download it now.

Edit
Bond, all of my Grendels' FPEs have a grendel_destroy.fpi setting, but I can't find it in the scriptbank.
Did you forget to include that or did I accidentally delete it or something?
I tried using the ragdollfade with a grendel and he walked in a slide but only for a few steps, then starting walking.
However, the ragdoll worked but the destroy part didn't.

Quote: "Instead, edit the existing scripts themselves"

It was when I went to edit the grendel destroy script that I noticed it was missing.



2nd Edit
Nevermind what I said above.
After closer inspection I realized you have the ragdoll taking place in the main AI before the health gets to zero.
I thought I was going crazy when even a FPE change to destroyandactivate.fpi resulted in a ragdoll!

What's the problem getting them to ragdoll then destroy, just the shadow disappearing??


bond1
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Posted: 24th Feb 2011 09:39 Edited at: 24th Feb 2011 09:40
I'm nearly ready to send an update to this pack to TGC, should be avaialable in a few days.

The character template shader has been updated. It now supports transparency! Also, you no longer need to edit the shader youself for each character. Just assign the template shader to any character that you want to have shadows - and that's it!!

Here it is assigned to conker, it's hard to see, but the wired bits now use transparency just fine!



"bond1 - You see this name, you think dirty."
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