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Re: Ask a simple question, get a simple answer
Posted: Mon Apr 01, 2019 7:57 am
by Lorial
I am trying to make a breakable object with immunities to everything except for damageType "X", but "physical" seems to cover every type of melee damage type. No custom damageType I add to weapons works, including "pure" and "dispel". Apparently, "resistances" as used for monsters does not work for "health" component.
What am I missing?!
Re: Ask a simple question, get a simple answer
Posted: Mon Apr 01, 2019 10:06 am
by minmay
HealthComponents with immunity to physical damage also become unaffected by all melee, projectile, and firearm attacks. That's just what it does. Not much else to say.
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 1:15 am
by vanblam
Has anyone figured out how to create a custom grass or vegetation that does not have dark/black areas on it? I have tried everything I can think of to get my grass to look like forest grass (not animated). I keep running into the same problem over and over. I set up my object and material scripts identical to vegetation_atlas. I've exported the model in many different fashions (smooth/flat shade), the meshes are just simple planes with a texture lol. My normal map and specular are very similar and I've tried it without both, came out the same.
There Grass
My Grass
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 1:48 am
by Skuggasveinn
Have you tried creating a Foliage vertex group in Blender ?
That was supposed to help with lights for grass etc .
edit (link to the original thread).
viewtopic.php?f=22&t=8086&hilit=bitcpy&start=50#p86862
Skuggasveinn.
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 3:26 am
by vanblam
Thanks man
that did the trick. I did have a feeling it had something to do with normals lol
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 3:27 am
by minmay
I plan to port the importer/exporter to Blender 2.8 a few months from now, and support the Normal Edit modifier in the exporter.
Another thing that can make your foliage dark aside from the normals: as you might have noticed, double sided materials only get lit properly from one side. If your double-sided mesh is really low-poly - like this one - it can be worth it to use a single-sided material with 2 copies of each face (one facing each way) instead of a double-sided material.
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 7:56 am
by vanblam
minmay wrote: ↑Tue Apr 02, 2019 3:27 am
I plan to port the importer/exporter to Blender 2.8 a few months from now, and support the Normal Edit modifier in the exporter.
Another thing that can make your foliage dark aside from the normals: as you might have noticed, double sided materials only get lit properly from one side. If your double-sided mesh is really low-poly - like this one - it can be worth it to use a single-sided material with 2 copies of each face (one facing each way) instead of a double-sided material.
I was thinking of checking that out, because they are very low poly. I cant wait for your importer
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 2:14 pm
by akroma222
minmay wrote: ↑Sat Mar 30, 2019 7:16 pm
Code: Select all
defineObject{
name = "really_crappy_gun",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/pistol.fbx",
},
{
class = "Item",
uiName = "Really Crappy Gun",
gfxIndex = 333,
impactSound = "impact_blunt",
weight = 1.1,
traits = { "firearm" },
},
{
class = "FirearmAttack",
attackPower = 5,
cooldown = 6,
range = 1,
attackSound = "gun_shot_small",
ammo = "pellet",
requirements = { "firearms", 1 },
onAttack = function(self, champion, slot)
self:setRange(1-champion:getSkillLevel("firearms"))
end,
onPostAttack = function(self, champion, slot)
self:setRange(1)
end,
},
},
}
It's a bit more involved if you want the firearm to be able to jam or backfire (jams don't call onPostAttack, backfires call onBackfire instead of onPostAttack) but still fairly simple, and I can explain how to do that too if needed.
Minmay - hoping your offer is still on the table - just how to re-implement the Jammed and Backfire features..??
( explain / dot point / post a simple example - just need to make sure I dont forget anything
)
Many thanks!
Akroma
Re: Ask a simple question, get a simple answer
Posted: Tue Apr 02, 2019 7:45 pm
by minmay
That wasn't an offer to re-implement jamming and backfiring, it was an offer to make the fixed range work with jams and backfires.
Re: Ask a simple question, get a simple answer
Posted: Wed Apr 03, 2019 3:12 am
by akroma222
minmay wrote: ↑Tue Apr 02, 2019 7:45 pm
That wasn't an offer to re-implement jamming and backfiring, it was an offer to make the fixed range work with jams and backfires.
True that, my mistake
This is one of the last features for Firearm attack I need to fix up (but I know nothing of the math involved)
I will post again when I know exactly what I need to find out