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Re: Asset Pack v1
Posted: Mon Dec 01, 2014 11:38 pm
by Jackard
Thanks very much.
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 5:55 am
by Grimfan
Drakkan wrote:as for the traits icons - where are they stored, how many of them is now and how can i define my own ? (I suppose it will be similar to item gfx atlas ? If yes, are the some rules to keep for the icons ? (size if the picture, format...)
There are dozens of unused icons it seems. I just typed in some random numbers and got a whole bunch of icons for my experimental trait (some of the icons are very interesting looking).
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 9:26 am
by Phitt
Thank you!
I have a few questions:
1. How does 'dissolve' work? Are there several nodes/bones on a model that get removed one by one or is there some kind of lowpoly lod model inside the model file?
2. How can I define a new pullchain for a door? I looked at the base doors and at the regular doors, but I couldn't find any option to change them so far.
3. How do the occluders work? I assume they're just some kind of black/empty planes behind/inside the model with a special material (?) that enable occlusion culling?
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 12:22 pm
by petri
Phitt wrote:Thank you!
I have a few questions:
1. How does 'dissolve' work? Are there several nodes/bones on a model that get removed one by one or is there some kind of lowpoly lod model inside the model file?
2. How can I define a new pullchain for a door? I looked at the base doors and at the regular doors, but I couldn't find any option to change them so far.
3. How do the occluders work? I assume they're just some kind of black/empty planes behind/inside the model with a special material (?) that enable occlusion culling?
1. I think you mean the lod system? The system is pretty much automatic. It assumes that the model has two meshes lod0_mesh and lod1_mesh. Lod0 is high detail, lod1 is low detail.
2. Use the pullchainObject property of the door to specify a custom pullchain object, e.g. pullchainObject = "my_pullchain"
3. Occluders are very coarse models (around 5-15 polygons) that are used for occlusion culling. The occlusion culling system is implemented on the CPU so that it offloads the GPU and eliminates all latency issues. The occluders don't need any special materials, only their geometry is used.
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 12:50 pm
by Faerghail
Yeah !! Thx a lot !!
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 2:44 pm
by Drakkan
few questions please:
1. I can see class alchemist have trait firearm_expert defined
Code: Select all
defineCharClass{
name = "alchemist",
uiName = "Alchemist",
traits = { "firearm_expert" },
optionalTraits = 2,
}
I understand this is extra trait defined for character class, however I do not see definition for it somewhere. What / where is it referring to ?
2. As for the alchemist multiply ability, this is hardcoded, or there is some script for it ?
3.
defineTrait{
name = "aggressive",
uiName = "Aggressive",
icon = 75,
charGen = true,
description = "You are full of rage. Damage +4",
-- TODO!
}
no rush, just TODO :d
4. Dint try that, but how to define more / different ingredients for mortar ? Do i need just to add traits = { "herb" } and tags = { "herb" },
to the item and it will appear in mortar GUI to use ? or is it more complicated ? (as for the ingredient numbering etc...)
EDIT: tried add new item but its not working of course
Is there any way how to add new herb item into mortat GUI ? if even possible.
Re: Asset Pack v1
Posted: Tue Dec 02, 2014 6:01 pm
by AdrTru
Thank you very much, lot of problems will be clear with this descriptions.
Re: Asset Pack v1
Posted: Wed Dec 03, 2014 12:02 am
by Dunkler
That helps a lot
I finally was able to create all new races and classes i need.
However..some things seem to be missing or are not changeable...
examples:
The elemental magic schools- how do i difine their damage bonus per skill level?
same with the light/heavy weapons how do i difine their bonus damage per skill level?
the base attributes..is it possible to change their names? how they add bonus points to resists?
Questions..Questions
Re: Asset Pack v1
Posted: Wed Dec 03, 2014 10:13 pm
by bongobeat
Thanks for that
Re: Asset Pack v1
Posted: Sat Dec 06, 2014 10:53 pm
by QuintinStone
petri, what do we have to do to get the global shootProjectile() function to work?