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FPSC Classic Product Chat / Attaching a decal to a character

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unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 12th Jul 2012 19:38
Hello fellow FPSCers..

my question may be a simple one, but, numerous searches revealed nothing to me.

I have created a character and would like to attach a simple steam/electricity decal to the bottom of him to give the impression of something keeping him there.

I am using X10 and understand that this will limit me, but, luckily, as an X10 user, we have the VERY understanding and hard working Budokaiman; so, new scripting commands aren't too far away.

Anyway, i digress.

Does, anybody have any knowledge of this subject?

I wait with baited breath...

Unfamillia

[url=www.touchoffear.webs.com][/url]
Ross tra damus
3D Media Maker
20
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 13th Jul 2012 00:13 Edited at: 13th Jul 2012 00:14
unfamillia

I'm not sure how things work in X10 but do you mean that you want the 'hovering' model to have some kind of exhaust vapours?

If yes.
Just an idea.
Have you tried adding a 'FIRESPOT' bone to the bottom of your model and scripting a decal to attach to the 'FIRESPOT'? (bit like a muzzelflash to a gun)

Have you looked at the scripts which are usd for 'pickups' which have the 'glow' decal because this might help in some way.

Thats all I can think of right now but I wish you all the best with this one because a solution to this will help create some great FX.

EDIT - Great models BTW.
unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 13th Jul 2012 01:31
Hi Ross,

Yes, i would like the hovering model to appear as though he has some sort of exhaust vapours. Whether that be actually smoke, or an electrical emission.

Wouldn't the idea of using a FIRESPOT bone mean that he would have to be constantly 'firing' in order for the decal to appear?

The ammo and weapon pickups use 'rundecal=5'. But, this is used over the whole model (well, behind the model i believe)

I might have to make the 'vapour' part of the model and animate it along with the rest of it.

Thanks for the comments.

Glad you like the model. I am in the process of giving him arms as Zwarte Peit requested. He looks quite good with arms - kinda dopey as they are quite long - but, good nonetheless.

[url=www.touchoffear.webs.com][/url]
Ross tra damus
3D Media Maker
20
Years of Service
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 13th Jul 2012 02:58
unfamillia

Another idea is to add/model a 'rotating drum/cone' just beneath your main model with a semi transparent texture applied which will give the impression of movement but the drawback to this will be that you would have to 'time' its rotation animation to fit in with existing animations with different frame rates.
Maybe worth a shot just to see how it turns out?

Best of luck to you.
rolfy
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Joined: 23rd Jun 2006
Location:
Posted: 13th Jul 2012 02:59
I think your best bet is to use bond's animated shader and make it part of the model, the ability to mask the animated area works well in this case, he also provided a means to use transparency with this shader but I dont know that he released it onto the forums, if you wanted to go this way I could provide the shader to you (he gave me permission to release this some time ago so its no problem).

Awesome! Its one of those threads.
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 13th Jul 2012 04:20 Edited at: 13th Jul 2012 04:21
Add this to the character's main script:



And add this to the decal's main script:



I haven't tested this, but it should work.
I don't think this would work in X10 though sadly, since X10 doesn't have the variable system, and neither does it have the internal variables.

-TZK

unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 13th Jul 2012 10:54
@Rolfy

Thanks for the advice, i always appreciate solid advice from the veterans of FPSC. Unfortunately, i don't think Bonds shaders work in X10 as they are ps3. However, i have been thinking about installing X9 again and trying out the new version; so, i might try this for that purpose.

@TZK

Thanks for the input mate, however, you are correct in saying it wouldn't work in X10. We do have a variable system, but, not to the same extent that X9 does.

Thanks again.

@Ross

I will definitely try this method. I am guessing i would have to fit all of the animations around the rotation of the drum so to give seamless transitions between animations; otherwise it would look like he is constantly back firing!

Thanks for all the advice guys, i will post my results once i have finished playing.

Unfamillia

[url=www.touchoffear.webs.com][/url]

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