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| Iben's Projects | |
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| Topic Started: Feb 6 2017, 02:43 PM (32,380 Views) | |
| Ranma | Jul 9 2017, 03:33 PM Post #106 |
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Good GOD that is incredible! Words don't even describe the sheer amount of hype that is bubbling at the surface! Out of curiosity, is it being calibrated for all RR releases as well as other auxillary animals that aren't connected to RR, such as Jannick's Grevy's Zebra? |
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| Michael | Jul 9 2017, 03:36 PM Post #107 |
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Your benevolent ruler
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Oh wow, that's awesome Iben!! I have the same question as Lgcfm, will it retain the information of the first entity placed near it or will it continue to change if more entities are placed near it? |
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Jul 9 2017, 04:00 PM Post #108 |
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Iben, you are my new hero! This is something I've wished for ever since I started playing this game, but I never expected this to be possible. |
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| Denomon3144 | Jul 9 2017, 04:18 PM Post #109 |
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Pick a god and pray!
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You truly are the cream of the crop, Iben! I didn't even know that was possible. Honestly, this might be the biggest breakthrough in Zoo Tycoon 2 history alongside XL maps.
Edited by Denomon3144, Jul 9 2017, 04:18 PM.
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| Cole12345 | Jul 9 2017, 11:15 PM Post #110 |
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future zoologist in the making...
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Woah! That is the best magic trick I have ever seen!!! |
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| Iben | Jul 10 2017, 01:09 AM Post #111 |
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There'll be no foot-walking! Just air-flying!
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The sign I placed first is the placeholder sign. It morphs into a specific one, so the skin doesn't actually change, it simply changes to a separately coded sign. The reason why I did this was because it would be a hassle to prevent the sign from changing over and over again whenever an animal walks by it ( which would give a huge mess in multi-species exhibits ), and because making just the skin change would require to put all the skins in one xml file. Which then would make it a kind of biome-shell thing like we used to have before, and I absolutely wanted to avoid that This method only requires you to code a small tsk-task and an xml for your sign.
Yes, that's true, but I intent on making the coding as efficient as possible ( aka like the cups/cans ), so that people only need to include 3 files ( 1 tsk, 1 xml and 1 skin ) if they want to make a new sign. ( Obviously, if you make a pack you can group all the tasks in one tsk).
Well, here's the thing. I'm going to make... zero skins. What I'm going to do is collect a few resources and make some very basic sign-models ( I'm not using premade ones because I want to optimize them as much as possible ) and setup the base code for these. Then when I release them, I'll leave it up to the community to make the signs they wish to have ingame, as this was always intended to be a public-domain asset in my eyes. I will include a tutorial and a template so it's easy enough to make your own.
It's quite simple really. I used the morph task that's used to make animals grow from young to adults, and simply set the target to the entity I want as the entity that should start the morphing. From there on, Thom showed me that I was stupid to forget some basic things in my XML, and then it worked There's only one downside to this method. Let's say your placeholder sign is coded as Sign_Wood. You can only make one task to let it morph into Sign_Wood_RoanAntelope, so the sign will always be the same. You can't have two signs made from the same placeholder directing at the same animal/entity. So if person A makes a Sign_Wood_RoanAntelope_A and person B makes Sign_Wood_RoanAntelope_B, the coding names might still be different, but the task that does the magic will be overwritten. It's a very small downside though, and it's always possible to add variants to a sign. I'll try to ensure that you can clone a sign once you made it morph, so you don't always have to place down the placeholder and put an animal next to it. Of course, if you start from a different placeholder, like Sign_Metal, you don't have this problem. You can have multiple sign-models for each animal, but you can't have multiple same-animal-signs for each sign-model. ( You can have a wooden, metal, etc. sign for a Roan Antelope, but you can't have 5 Roan Antelope signs for the same wooden-sign placeholder, if this makes any sense at all )Thanks for all the comments guys ! I still got some "similar" magic tricks up my sleeve, but most of them are far from finished so it will take a while to get those done. I hope to have the sign pack done by the end of the week, from then on out I'll finish up the soda-stuff and most likely move on to something else.
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| Zoo Tycooner FR | Jul 10 2017, 01:28 AM Post #112 |
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#Lithopédion
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Thanks Iben, now my jaw is on the floor. How do you want me to stick it back? It's just pure magic haha! Great idea.
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| bunteriro | Jul 10 2017, 01:59 AM Post #113 |
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Wow I just love it! I will use this coding for my signs for sure. Since I made more than 400 species info signs your work will help a lot and make everything so much easier. (For example it´s a mess to find the right deer species with 4x10 deer signs.) Just one question: Would it be also possible to get one sign out of different animals? currently I make not only species info signs but region and taxonomy info signs. Therefore it would be awesome if a sign could morph to a "big cat sign" if you place a lion, tiger, leopard...next to. Or is it always one entity to one sign? |
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| Iben | Jul 10 2017, 02:12 AM Post #114 |
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There'll be no foot-walking! Just air-flying!
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Yes, theoretically that should work. I haven't tested it yet, but it's within the possibilities of ZT, so I don't see why it shouldn't work. However, you would need to code the placeholder as a separate one though, as otherwise it will always turn into a taxonomy sign and not into a jaguar sign if you place it next to it. But then again, the amount of signs will be reduced by such a significant amount, that I don't think it will matter if you'd have a few more For those who are wondering, yes, in the sign-template pack I will include signpost models |
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| zerosvalmont | Jul 10 2017, 02:15 AM Post #115 |
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I understand that you will have to manually enter the targets in the beh and dds path in xml to perform the morph you will need a lot of teamwork if you want to include all existing animals, but it is simply an impressive object, my most sincere congratulations |
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| bunteriro | Jul 10 2017, 02:19 AM Post #116 |
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That´s completely fine, Iben! ATM I have with all my animal signs more than 40 (!) objects with 10 variants each ingame. If I could reduce them to ONE I see no problem at all with adding an extra sign for taxonomy, one for regions etc. Even with extra objects for this different groups I can´t imagine how I could ever get more than 40 sign objects again with your wonderful new coding. Edited by bunteriro, Jul 10 2017, 02:20 AM.
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| Ignacio | Jul 10 2017, 10:21 AM Post #117 |
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Ex Corrupt Staff
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This i thin is the best part haha It will be very useful to have different templates in one download so i don't have to go looking for 10 different sign packs to make my own ![]() Great job! (now that i'm finally back in my computer i can see the video clearly xD) |
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| MonsterHunterGarth | Jul 10 2017, 05:43 PM Post #118 |
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Switch Axe Gentleman
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That sign... Man, I could kiss you right now for that. But I won't, that would be weird. Instead I'll just make many hundreds of signs from this. Maybe even see if I can make animated ones.
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| Burns | Jul 10 2017, 05:56 PM Post #119 |
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King of Lemurs
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What a great idea. This will save loads of time creating an individual sign for each animal. One question, if the animal walks away will the sign remain coded to that animal? Will the sign in the video be the only size because a smaller sign for reptile and small mammal houses would be very cool. |
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| Iben | Jul 11 2017, 01:06 AM Post #120 |
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There'll be no foot-walking! Just air-flying!
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I was going to include a TV-version as well using blink-coding, so feel free to use that one !
Yup. It works exactly like an animal growing up from young to adult, so it will remain the same.
At this point, I'm going to make 3 sizes. Regular, small and wide. I'm not going to make a lot of models here, because I just want to finish this up and release it as a template so people can start making their own signs ![]() On a side note, I find it quite funny that most people are so invested in the signs, that they missed the other new download that's in the video...
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This method only requires you to code a small tsk-task and an xml for your sign.
this makes me so excited already!






