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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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you know, I hate offsets. I thought I had a decent grasp of them...but recently they just fried my brains. I just increase a number is moves in a direction, I increased the same variable number by a little bit and the sprite moved in a totally unexpect direction.
I hate you muzzle / joint / sprite (lately) offsets!!!
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Tue Mar 06, 2007 6:35 pm |
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Zashlam
Joined: Sat Feb 17, 2007 1:45 pm Posts: 108 Location: Finland
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You aren't alone. I'm also having offset problems making mods.
It would be a lot easier if all the offsets would use the same mechanism.
I've found out that different offsets use different coordinating system ( I might be wrong... )
I just hate them
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Tue Mar 06, 2007 6:38 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Muzzle is easy, Sprite is explained well enough right here, I don't remember about Joint...
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Wed Mar 07, 2007 2:54 am |
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Fearful_Ferret
Joined: Tue Dec 05, 2006 3:36 pm Posts: 676
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Joint determines the point of rotation.
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Wed Mar 07, 2007 3:01 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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From the center?
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Wed Mar 07, 2007 3:04 am |
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Fearful_Ferret
Joined: Tue Dec 05, 2006 3:36 pm Posts: 676
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No idea about that...
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Wed Mar 07, 2007 3:10 am |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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ugh its a serious pain. I think I understand it better after dealing with a non symmetrical shape i.e. my chainsword, i still need to fix its aim point because its somewhere in the sky haha. The Jointoffset is going to be the point around which an object rotates, and is defined in relation to the center of the object. I believe you define this center point yourself using the sprite offsets.
Lately i've been my aiming line move all over the place. that thing is annoying.
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Wed Mar 07, 2007 4:48 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Because of those cursed offsets Ive had a total pause on the Raven project, im not quitting it though, but I cant seem to find the insanity to try the offset placement again.
And besides, in actor.ini, whats this?
Code:
Health = 10000 Team = 0 AimAngle = 0 AimDistance = 30 CharHeight = 85 HolsterOffset = Vector <-WHAT IS THIS? X = -6 Y = -4 Head = Attachable <-WHAT IS THIS? CopyOf = Cloud Head ParentOffset = Vector X = -1 Y = -9 Jetpack = AEmitter <-WHAT IS THIS? CopyOf = Jetpack Nozzle ParentOffset = Vector X = -3 Y = -3 JumpTime = 40 // Secs FGArm = Arm <-WHAT IS THIS? CopyOf = Cloud FG Arm ParentOffset = Vector X = -4 Y = -6 BGArm = Arm <-WHAT IS THIS? CopyOf = Cloud BG Arm ParentOffset = Vector X = 4 Y = -7 FGLeg = Leg <-WHAT IS THIS? CopyOf = Cloud Leg ParentOffset = Vector X = -1 Y = 1 BGLeg = Leg <-WHAT IS THIS? CopyOf = Cloud Leg ParentOffset = Vector X = 2 Y = 1 Hand = AtomGroup <-WHAT IS THIS? CopyOf = Hand FGFootGroup = AtomGroup <-WHAT IS THIS? CopyOf = Foot BGFootGroup = AtomGroup <-WHAT IS THIS? CopyOf = Foot IdleLimbPath = LimbPath InstanceName = Clone Idle Path StartOffset = Vector X = 3 Y = 10 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 2000 WalkLimbPath = LimbPath CopyOf = Clone Walk Path
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Wed Mar 07, 2007 3:39 pm |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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numgun wrote: Because of those cursed offsets Ive had a total pause on the Raven project, im not quitting it though, but I cant seem to find the insanity to try the offset placement again. And besides, in actor.ini, whats this? Code: Head = Attachable <-WHAT IS THIS? CopyOf = Cloud Head ParentOffset = Vector X = -1 Y = -9
Can you clarify your question. You do not know what Head = Attachable means? Or the offsets in there? The code above is found in the AHuman object definition, you are instructing the compiler to attach an object called Cloud Head (which you should have defined previously) to the location of the head on the AHuman object. (what this means if you generalize it further is that you could technically have 5 heads attached to an AHuman object)
Posted after 1 minute 3 seconds:
btw, these are the easiest set of offsets you'll have to deal with an actor since there is only one offset you are moving for each item.
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Wed Mar 07, 2007 8:36 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Yea, I meant the offsets there. I mean why do we need the seperate offsets that are in the limbs code (Like ArmBG and the offset and later the joint offset) If we have the offset thing I showed in above post?
Whats the diffirence? What is the pupose of those 2 same, but diffirent offset coords.?
If we only had to deal with the offsets in AHuman part, then the whole thing would be a piece of cake!
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Wed Mar 07, 2007 9:07 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Do the JointOffsets and SpriteOffsets have the "Vector" with them?
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Wed Mar 07, 2007 10:39 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Well I checked a sec ago and yes they do.
Whats the diffirence now? I have no clue.
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Thu Mar 08, 2007 8:57 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Hrm.
I have no idea, I think Data doesn't use 'Vector' properly, or I have no idea how these damn things work.
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Thu Mar 08, 2007 10:09 pm |
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piezo
Joined: Mon Dec 25, 2006 5:11 am Posts: 103 Location: CA
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numgun wrote: Yea, I meant the offsets there. I mean why do we need the seperate offsets that are in the limbs code (Like ArmBG and the offset and later the joint offset) If we have the offset thing I showed in above post?
Whats the diffirence? What is the pupose of those 2 same, but diffirent offset coords.?
If we only had to deal with the offsets in AHuman part, then the whole thing would be a piece of cake!
The parentoffsets in AHuman (and other objects) are there so that you do not need to redefine a new object, just so you can change the position of the head. With a ParentOffset, I can use the same head and place it on another AHuman actor it a different position altogether. If I did not have parent offsets, then I would have to define a whole new head object.
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Fri Mar 09, 2007 1:42 am |
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