wow! looks great! I'll make the legs alternate as he walks, the pinchers will be the default attack where if its target is within 3 blocks in front of it, it will do 6 points of damage, and the tail will swing forwards to attack the target if they are within 2 blocks in front of it and this will cause 10 damage total and has a 25% chance to poison them. sound good?
Sounds great. Word of warning, the claws are connected, but not the tail. As in LClaw2 attaches to LClaw1 but Tails 2-5 still connect to body.
Techne (blech). Dont use Techne for modeling, only for textures and layouts.
Edit: TWSS!! Lol
Sounds great. Word of warning, the claws are connected, but not the tail. As in LClaw2 attaches to LClaw1 but Tails 2-5 still connect to body.
Does the Techne script give the location for the script (ex. 0,1,4) so the texture wraps around the model perfectly? 'Cuz that's what I have trouble with.
Does the Techne script give the location for the script (ex. 0,1,4) so the texture wraps around the model perfectly? 'Cuz that's what I have trouble with.
Location doesn't have anything to do with texture, you just pick the top left pixel and the game knows the rest
But to what I think you are trying to say, yes, it does, it make a texture that fits your model perfectly.
yeah that was really freakin easy. It's coming, sorry I promised it about a month ago xD but I had to restart and now it's very big and takes a while to do. I am only about a quarter of the way done and I've already put a few hours into it. its a goody but a biggy (what does ETA stand for :P)
Is the code directly from Techne? because some of this is not what it is in AdventureCraft
yeah that was really freakin easy. It's coming, sorry I promised it about a month ago xD but I had to restart and now it's very big and takes a while to do. I am only about a quarter of the way done and I've already put a few hours into it. its a goody but a biggy (what does ETA stand for )
Not quite, I had to change it up a bit then 100% change positions and rotations. In the end, addBox and the texture areas came from Techne. You can see differences in leg positions, rotations, tail rotations, and there are no pincers
I tried to connect everything together (as in tail and claws) but only ended up doing claws, figured some is better than none.
Take your time and make the masks as good as possible.
ETA means estimated time available...guess I was using it a bit funny.
the link brings me to the mediafire home page. not your download. when you copy the link, you don't copy the url in the search bar, you click the share button for the uploaded file(s) and copy that link. I'll be happy to fix your problem once I can
I helped ZeuX with the exporting from techne to AC 6 months ago. It worked back then, and it still kinda works for me now...
You should be able to fix the exporter from techne to AC for the most part if you:
1. Go to "C:\Users\USER\AppData\Local\Apps\2.0\Data\B175PO71.991(not sure if this is still correct)\R9KDP4D4.DL6(not sure if this is still correct)\Latest techne (or the one you use)\Data\Exporter\Templates
You can also search for templates in your Computer if you can't find it.
2. When you have found the Templates folder for your version of Techne you should see a couple of RTPL-files. Open the Adventurecraft one with notepad.
3. Remove everything from that file and replace it with:
// Date: @(DateTime.Now.ToString())
// Adventurecraft javascript exported from Techne
// If you find any problems with this template feel free to edit it
// but I'd appreciate it if you'd tell me about it so everyone can benefit
// - ZeuX
@using Techne.Plugins.Interfaces;
@using Techne.Model;
@helper CreateContent(ITechneVisual visual)
{
if (visual is ITechneVisualCollection)
{
foreach (ITechneVisual child in ((ITechneVisualCollection)visual).Children)
{
@CreateContent(child)
}
}
else
{
@:var @visual.Name = new Model();
@:@(visual.Name).addBox("@(visual.Name)", @visual.Offset.X, ((@visual.Offset.Y) * -1) - (@visual.Length) + 24, ((@visual.Offset.Z) * -1) - (@visual.Height), @visual.Width, @visual.Length, @visual.Height, @visual.TextureOffset.X, @visual.TextureOffset.Y);
@:@(visual.Name).setPosition(@(visual.Position.X / 16), @(visual.Position.Y / 16 * -1), @(visual.Position.Z / 16));
@:@(visual.Name).setRotation(@visual.RotationY, @visual.RotationX, @visual.RotationZ);
@:@(visual.Name).attachedTo = entity;
}
}
@foreach (ITechneVisual visual in @Model.Geometry)
{
@CreateContent(visual)
}
]]>
</Content>
</Template>
</Templates>
4. You're done, but!
It won't correctly export the SetPosition thingy. When making a model which you want to export to AC you should only use offset and not position!
I never finished the rotation part, so if you have a rotated model chances are that you need to polish it up a little. The way the models are rotated are correctly though so the only thing you might have to touch is the offset.
Result:
As you see, some things are still a bit buggy but it's definitely an improvement over whatever exporter you guys are using
Hope this helped a little bit xD
thanks, looks good, but I think i'll stick with just using AC scripting. Techne doesn't look like it makes things any easier.
I helped ZeuX with the exporting from techne to AC 6 months ago. It worked back then, and it still kinda works for me now...
You should be able to fix the exporter from techne to AC for the most part if you:
1. Go to "C:\Users\USER\AppData\Local\Apps\2.0\Data\B175PO71.991(not sure if this is still correct)\R9KDP4D4.DL6(not sure if this is still correct)\Latest techne (or the one you use)\Data\Exporter\Templates
You can also search for templates in your Computer if you can't find it.
2. When you have found the Templates folder for your version of Techne you should see a couple of RTPL-files. Open the Adventurecraft one with notepad.
3. Remove everything from that file and replace it with: Spoiler
4. You're done, but!
It won't correctly export the SetPosition thingy. When making a model which you want to export to AC you should only use offset and not position!
I never finished the rotation part, so if you have a rotated model chances are that you need to polish it up a little. The way the models are rotated are correctly though so the only thing you might have to touch is the offset.
Result:
As you see, some things are still a bit buggy but it's definitely an improvement over whatever exporter you guys are using
Hope this helped a little bit xD
Thanks! What do I put in the script to change the mob's texture? I can't remember. .__.
Thanks! What do I put in the script to change the mob's texture? I can't remember. .__.
I don't know about converting from techne, but the standard way of changing textures of models in AC scripts is
yourModel.texture = "/model/example.png"
I helped ZeuX with the exporting from techne to AC 6 months ago. It worked back then, and it still kinda works for me now...
You should be able to fix the exporter from techne to AC for the most part if you:
1. Go to "C:\Users\USER\AppData\Local\Apps\2.0\Data\B175PO71.991(not sure if this is still correct)\R9KDP4D4.DL6(not sure if this is still correct)\Latest techne (or the one you use)\Data\Exporter\Templates
You can also search for templates in your Computer if you can't find it.
2. When you have found the Templates folder for your version of Techne you should see a couple of RTPL-files. Open the Adventurecraft one with notepad.
3. Remove everything from that file and replace it with:
// Date: @(DateTime.Now.ToString())
// Adventurecraft javascript exported from Techne
// If you find any problems with this template feel free to edit it
// but I'd appreciate it if you'd tell me about it so everyone can benefit
// - ZeuX
@using Techne.Plugins.Interfaces;
@using Techne.Model;
@helper CreateContent(ITechneVisual visual)
{
if (visual is ITechneVisualCollection)
{
foreach (ITechneVisual child in ((ITechneVisualCollection)visual).Children)
{
@CreateContent(child)
}
}
else
{
@:var @visual.Name = new Model();
@:@(visual.Name).addBox("@(visual.Name)", @visual.Offset.X, ((@visual.Offset.Y) * -1) - (@visual.Length) + 24, ((@visual.Offset.Z) * -1) - (@visual.Height), @visual.Width, @visual.Length, @visual.Height, @visual.TextureOffset.X, @visual.TextureOffset.Y);
@:@(visual.Name).setPosition(@(visual.Position.X / 16), @(visual.Position.Y / 16 * -1), @(visual.Position.Z / 16));
@:@(visual.Name).setRotation(@visual.RotationY, @visual.RotationX, @visual.RotationZ);
@:@(visual.Name).attachedTo = entity;
}
}
@foreach (ITechneVisual visual in @Model.Geometry)
{
@CreateContent(visual)
}
]]>
</Content>
</Template>
</Templates>
4. You're done, but!
It won't correctly export the SetPosition thingy. When making a model which you want to export to AC you should only use offset and not position!
I never finished the rotation part, so if you have a rotated model chances are that you need to polish it up a little. The way the models are rotated are correctly though so the only thing you might have to touch is the offset.
Result:
As you see, some things are still a bit buggy but it's definitely an improvement over whatever exporter you guys are using
Hope this helped a little bit xD
I have said this to two other people.
You are a god.
EDIT:
But that's a small Peahat
Deal. With lots of jalapenos and bacon or a little?
Techne (blech). Dont use Techne for modeling, only for textures and layouts.
Edit: TWSS!! Lol
Sounds great. Word of warning, the claws are connected, but not the tail. As in LClaw2 attaches to LClaw1 but Tails 2-5 still connect to body.
Does the Techne script give the location for the script (ex. 0,1,4) so the texture wraps around the model perfectly? 'Cuz that's what I have trouble with.
The robot will make it!
Location doesn't have anything to do with texture, you just pick the top left pixel and the game knows the rest
But to what I think you are trying to say, yes, it does, it make a texture that fits your model perfectly.
Its so easy but only you can think of it.Im dying for the masks script!! ETA?
Is the code directly from Techne? because some of this is not what it is in AdventureCraft
yeah that was really freakin easy. It's coming, sorry I promised it about a month ago xD but I had to restart and now it's very big and takes a while to do. I am only about a quarter of the way done and I've already put a few hours into it. its a goody but a biggy (what does ETA stand for :P)
Not quite, I had to change it up a bit then 100% change positions and rotations. In the end, addBox and the texture areas came from Techne. You can see differences in leg positions, rotations, tail rotations, and there are no pincers
I tried to connect everything together (as in tail and claws) but only ended up doing claws, figured some is better than none.
Take your time and make the masks as good as possible.
ETA means estimated time available...guess I was using it a bit funny.
the only scorpion sounds I know of are in MoCreatures, but the texture is based on it enough.
One minute.
...please just post a download link for your entire map. not the individual scripts.
thanks, looks good, but I think i'll stick with just using AC scripting. Techne doesn't look like it makes things any easier.
I'll look into it. Thanks
Thanks! What do I put in the script to change the mob's texture? I can't remember. .__.
I don't know about converting from techne, but the standard way of changing textures of models in AC scripts is
yourModel.texture = "/model/example.png"
I have said this to two other people.
You are a god.
EDIT:
But that's a small Peahat
(its so small)
Created Model of Zora Fin attached to a scripted entity