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| Topic Started: Feb 15 2014, 07:38 AM (241,624 Views) | |
| HENDRIX | Jan 7 2016, 06:53 PM Post #1171 |
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I had the parser scour the zt2 world for possible attributes, and it found more than 500. I removed the node properties (p_......) and unusual properties and it's down to 387 properties, which can now be used to add properties to the current entity:![]() Added autocomplete to this one field:
Edited by HENDRIX, Jan 7 2016, 07:20 PM.
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| Iben | Jan 8 2016, 03:57 AM Post #1172 |
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There'll be no foot-walking! Just air-flying!
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Actually, now I see it, do you know what the hell b_Advanced, b_Basic, etc. mean ? I know they have separate tasks, but other than that I don't see any difference between them
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| HENDRIX | Jan 8 2016, 06:12 AM Post #1173 |
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I think that's the only purpose really, they differ in the values they get added or removed in tasks. |
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| HENDRIX | Jan 8 2016, 10:38 AM Post #1174 |
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I managed to get the wind effect working on rigged models! First candidate is the RR musk ox, currently tweaking the weights for a good look. |
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| Ulquiorra | Jan 8 2016, 11:18 AM Post #1175 |
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could the fur thing be done with sloths and other arboreal animals? Not wind effect, but how the fur behave depending on weather the animal is hanging upside down or not. |
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| HENDRIX | Jan 8 2016, 11:33 AM Post #1176 |
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Not possible like that, it would have to be animated manually with a fur controller bone.
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| HENDRIX | Jan 10 2016, 03:11 PM Post #1177 |
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So I have some updates again on APE2: I improved the Z2F loading algorithm so it sorts the files from downloads and ZT2 dir to get the right order. I fixed the debugger so if it runs into a problem, it does not crash the program but stops after 10 attempts of debugging. Finally I added a utility to find bugs causing peoples maps not to load, which can be run from Extras > Find Bugs and will then report the culprit(s): http://thezt2roundtable.com/topic/11489943/1/#new Edited by HENDRIX, Jan 10 2016, 03:17 PM.
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Jan 11 2016, 12:24 AM Post #1178 |
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blah
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Thanks for the update, Hendrix. Would future APE2 updates get a biome feature? So it can rename the biomes and we could easily make biomes.
Edited by Narukota, Jan 11 2016, 12:55 AM.
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| MinxFox | Jan 11 2016, 02:06 AM Post #1179 |
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The Calm Within The Storm
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I'm definitely going to be watching this... I have hardly done enough coding to understand much of anything, but yeah definitely watching this.
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| HENDRIX | Jan 11 2016, 06:07 AM Post #1180 |
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I haven't thought about that, but it shouldn't be hard to implement. |
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Jan 11 2016, 11:18 AM Post #1181 |
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Aurora Designs Member
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that would indeed be an awesome feature! would really help a lot! |
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| HENDRIX | Jan 11 2016, 02:40 PM Post #1182 |
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Fixed the nif scripts to import full names and multiple UV sets properly. Now conversion works a lot better.
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| HENDRIX | Jan 12 2016, 10:53 AM Post #1183 |
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I set up a node set in the blender compositor for icon creation:![]() Now I need to find a way to calculate the correct position and scale for the camera so it can be completely automated. |
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| Acinonyx Jubatus | Jan 13 2016, 03:52 PM Post #1184 |
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I AM THE UNSHRINKWRAPPER!
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Interesting! Could it be edited by another person after its release to do Non-RR icons? |
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| HENDRIX | Jan 13 2016, 06:04 PM Post #1185 |
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Yeah that's possible, as you see there are all those loaded PNG images which you could replace with layers from your preferred version. |
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I know they have separate tasks, but other than that I don't see any difference between them






