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how to apply the changes with a .dat and a .raw?
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- Put the files into the GameDataFolder.
- Play the game, enter pause menu (usually by F1 key) and type "shapeshifter" (without the ").
- Now you can change your character by hitting F8. Try backwards: crouch and hit F8.
- Find a hypo. ^_^
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I have read, if I understood correctly, you're choosing the color of overpower. I think that dark blue mixed with black is perfect.
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Purple looks fine, red is still cool I think. Black might be a bit meh, I don't know...:)
Paradox, one problem: it might just be my computer being silly, but when I use "chenille" on Mukade, my framerate goes down to 5. Suggestions: Lower the max spawn rate of the back particles. Also, have them linked at spawn, then use LockPositionToLink. It might need <HasAttachementMatrix> set to 1 though.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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we have different tastes , but you could teach me how to change color?
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Umm...that might be a bit hard...
This is some of the more complicated particle work.
I'd want to start you on some less complicated stuff.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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You are right.I shall...
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ok,now I have a new project : I would like that masterchief (Plugin BGI) has the same moves of konoko
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i have read of XML, but i don't understand
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Ok, do you have the XML of one of the MasterChiefs open?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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no, but i have the .dat
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You have to use
Onisplit -export output_folder input_file.dat
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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i think i have find the right file. is a ONCC?
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LockPositionToLink didn't work for some reason, anyway files are updated http://www.mods.oni2.net/sites/default/ … mukade.zip
- removed an invisible particle
- back particle's emitter rate decreased
Last edited by paradox-01 (06/02/09 12:06)
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Did you set the link on the emitter and give the emitted particle an attachement matrix? I suppose you could just use the attach action instead.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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i try to copy ONCC of konoko and rename it, but it doesn't work
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Of course not. You want to take an existing Master Chief ONCC, copy it + rename. Then extract it to XML, search for TRAC, then change it to Konoko's TRAC. Then back to .oni, then .dat.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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yes.
will try it tomorrow again
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I might do it tonight, but I'll probably be busy.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Thx ALOT! This looks awesome . Good work!
Last edited by Mukade (06/02/09 13:06)
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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Sorry, paradox, it is still just a bit too much. I'd recommend lowering the amount of tiny red particles, too. Use m3_fill_solid = 0 and compare how quickly your particles spawn (even the body ones) to Mukade's particles...
...also, Mukade is looking more pink\magenta than dark purple. Try reducing the amount of red you are blending in
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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I'm sorry, but masterchief has konoko's moves, but if I take a weapon, he can not aim and it is as if he had the weapon
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You need
<WeaponHand>0</WeaponHand>
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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