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well that looks like it is shaping up nicely, (no missing parts in that shot) looks like winterfell still has some life folks after allLeki wrote:Well, I still have a lot of visual problems with barbarian. He loses bodyparts, but I believe that I can solve it. But I am afraid that I must remade him from the begining, including new skin![]()
But - good news is, that I improved my animation skills and he si walking now smoothly and imho it looks very good. I like how he fits into scene, so hope you too:
SpoilerShow
Thank you Drakkan - my mistake, I tested right version, but I packed and uploadet wrong fileDrakkan wrote:Hello Leki, there is bug in skeleton with sword - small_shield is not defined by default and when you killed the skeleton game crashes.SpoilerShow[string "Arch.lua"]:0: undefined object: small_shield
stack traceback:
[C]: in function 'error'
[string "Arch.lua"]: in function 'findArch'
[string "Arch.lua"]: in function 'spawn'
[string "Monster.lua"]: in function 'die'
[string "GameMode.lua"]: in function 'keyPressed'
[string "DungeonEditor.lua"]: in function 'preview'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk
OS Version 6.1
its in this row of skeleton.lua. I already defined my own rusty sword and shield to be looted but I think you can go with standard longsword and round_shield of course
lootDrop = { 60, "rusty_sword", 60, "rusty_round_shield" },
cloneObject{
name = "rusty_sword",
baseObject = "long_sword",
uiName = "Rusty Longsword",
requiredLevel = 3,
description = "Old and worn, but still could do some damage.",
attackPower = 10,
weight = 3.5,
}
cloneObject{
name = "rusty_round_shield",
baseObject = "round_shield",
uiName = "Rusty Small Shield",
Evasion = 5,
description = "Old and worn, but still able to deflect some blows.",
weight = 3.8,
}
first of leki you already gave us two new creatures in a few days time, i'd say youve deserved a little time out. you should not overdo yourself on this matter, ( this kind of thing can be very excruciating). sit back and relax for a while the solution will come to you, i think that the problem might be that the person who extracted this model from skyrim messed up bad (in the sence of he/she should have extracted all nif nodes belonging to model and packing /exporting them accordingly to correct formats with nifscope) wich has a dae format export function (i dont know if that format is used by log though) but anyhoo take some time to relax and regain (mental) stamina ,its not worth a burnout and you already have done a lotLeki wrote:Well, after 3 days of hard work, I still have nothing. I remade whole barbarian, new animation is worst than the old one, but this is not a problem. I am really fcuked off with that "vanishing special super cool feature".
I have no idea how to solve this problemI created 100% keys, created monster as single mesh, created one texture for monster... I made 5 different models and reskined each new model and it was terrible experience, to do the same ship 5 times...
I spent an hours with slugomork which is doing the same ship, if you do free look, but beacause he is probably bigger than human, so he is vanishing only from time to time and in the game you usually cannot see this problem. Terrible think is that I cannot do the same ship with asset monsters but I have no idea where difference is. Maybe there are hardcoded and engine draw them whole time and custom monsters are cutted if pivot is out of the viewport?
I need some rest... I am pis*ed over the top the limit - If anyone can solve this problem, please let me see
EDIT:
I got an idea to create small mesh parts aroun the monster, invisible in game, but catched in the viewport - but I don't like this solution...
EDIT:
No, it does not work.