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| Ulquiorra's things | |
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| Topic Started: Mar 23 2015, 03:58 PM (222,218 Views) | |
| Ulquiorra | Jan 9 2016, 02:27 PM Post #406 |
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So, I've made this today, because there ain't enough fungi in the game ![]() ![]() It's a Common Stinkhorn (Phallus impudicus), and although the model is somewhat simple, it's the first model I've made from scratch. |
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| velociraptor | Jan 9 2016, 04:51 PM Post #407 |
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Nice fungus, great job! |
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| Acinonyx Jubatus | Jan 9 2016, 07:12 PM Post #408 |
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I AM THE UNSHRINKWRAPPER!
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YAY STINKHORNS Stinkhorns are my favourite fungi. |
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| Iben | Jan 10 2016, 04:59 AM Post #409 |
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There'll be no foot-walking! Just air-flying!
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Nice job, great to see you made something from scratch ! If you want, you can use the poop-coding has a tag that makes items smelly ingame; so guests and animals can respond to the stink of these fungi ! ^^ |
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| HENDRIX | Jan 10 2016, 06:08 AM Post #410 |
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-retired-
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I've only ever seen two of these IRL; very good job there!
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| Ulquiorra | Jan 10 2016, 08:48 AM Post #411 |
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I'll have a look into that. I know the Ratel and possibly the Ethiopian Wolf cause a smell aswell. I'm just not sure if this is the code I need to use, "<BFAIEntityDataInstance b_ScentEmitter="true"/>" or this one "<smell key="bad" value=".2"/>" or if I need to use both. Edited by Ulquiorra, Jan 10 2016, 08:52 AM.
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| gobicaspion16 | Jan 10 2016, 10:25 AM Post #412 |
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that would be pretty nice and nice fungus by the way |
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| Iben | Jan 10 2016, 10:29 AM Post #413 |
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There'll be no foot-walking! Just air-flying!
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I'll look into it once I'm in my studio ( as I don't have the game files with me right now ), but my first assumption would be that you need the both of them. The b_ScentEmitter="true" tag will allow you to code it as an entity that emits a scent; which means that it can use one of the predefined interaction tasks ( in this case it's probably just an animal/guest smelling the item ); while the second tag will define what kind of smell it is, in its way defining the type of reaction you get. In this case it's a negative reaction, so keeping it on "bad" is the way to go. I don't know what the value stands for; it could either mean the strength of the smell, or the radius. I might be wrong though, as again, I don't have any files with me right now. I'll check it later tonight once I get in my studio ![]() |
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| Ulquiorra | Jan 10 2016, 11:47 AM Post #414 |
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Another Fungi,![]() Coprinus comatus, the Shaggy Ink Cap. |
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| Lgcfm | Jan 10 2016, 12:06 PM Post #415 |
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The Download Lady
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Am I smelling a fungi pack coming? ![]() Great work with both, you're right that we are missing more fungi ingame. Also congrats on your first model from scratch! |
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| Iben | Jan 10 2016, 01:13 PM Post #416 |
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There'll be no foot-walking! Just air-flying!
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Great job on these ! If you're still interested in making them smell : Spoiler: click to toggle
Edited by Iben, Jan 10 2016, 01:14 PM.
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| velociraptor | Jan 10 2016, 03:01 PM Post #417 |
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Nice fungus! Another great thingy to the game! |
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| nige1 | Jan 10 2016, 04:59 PM Post #418 |
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Very nice editions to the game we have been lacking Fungi Thanku Ulquiorra for introducing these Fungi to the game and taking your precious time to design them congrats for the 1st one making from scratch! |
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Jan 10 2016, 05:20 PM Post #419 |
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Wouldn't making them smell bad cause guests and animals to be unhappy? If not, then it's a great idea. |
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| Iben | Jan 11 2016, 01:32 AM Post #420 |
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There'll be no foot-walking! Just air-flying!
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Obviously; but that's the point, isn't it ? It would be a bit stupid to add a smelling feature without guests/animals responding to it. Then it would have zero effect and then there's really no point in adding it in.Of course, it only makes animals/guest in a specific radius unhappy. Kinda like one piece of poop won't make the whole exhibit smelly; only when there are a lot of them entities will complain. |
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