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Re: Editor Tutorials on YouTube - part 12 is out

Posted: Sat Jan 03, 2015 4:13 am
by zephyrpanthur
I like having it increment 1 hp at a time, but turn the timer to 0.025 for speed. it makes for a VERY smooth progress bar.

Re: Editor Tutorials on YouTube - part 12 is out

Posted: Sat Jan 03, 2015 4:25 am
by zephyrpanthur
Here is a more complete version of it giving a 2 second delay before starting the countdown so you can witness the full bar being depleted. All information is gathered from the settings you have so no matter what interval speed you have the counter at, or how many hp you remove, it will always correct itself and work correctly.

Code: Select all

startcountdown=false -- prevent timer from hurting golem immediately
ticks=0 -- set ticks to 0
ticksneeded=2/timer_1.timer:getTimerInterval(1) -- determine how many ticks needed until 2 seconds (the time it takes to display boss battle bar) is reached.

function timerstep()
	
	ticks = ticks + 1 -- increment ticks
	
	if ticks > ticksneeded then
		startcountdown = true -- start hurting after 2 seconds reached.
	end

	if startcountdown == true then
		if magma_golem_1.monster:getHealth() > 1 then -- see if monster still has health
			magma_golem_1.monster:setHealth(magma_golem_1.monster:getHealth()-1) -- remove 1 health
		else
			boss_fight_1.bossfight:deactivate() -- end boss battle kill monster and stop timer.
			magma_golem_1.monster:die()
			timer_1.timer:stop()
		end
	end
end

Re: Editor Tutorials on YouTube - part 12 is out

Posted: Sun Mar 01, 2015 12:24 pm
by Aisuu
I would like to thank you Skuggasveinn for all your tutorials. They are very helpfull and inspiring. :)

Any chance for another tutorial of creating simple animation, like in your winter set "rope ladder".

I was trying it myself, but it come out all weird or not working at all :(

Re: Editor Tutorials on YouTube - part 12 is out

Posted: Mon Mar 02, 2015 12:05 am
by Skuggasveinn
Thx Aisuu, glad they are of use.

Regarding animations, sure give me two or three days to set it up and lets make it happen.

I've been taking some models from the LoG1 town tileset I made and rigging them up for subtle animations, we could do a session on one of them.
I was hoping to do a modeling/animation tutorial with John's new MeshCraft since that would simplify the pipeline somewhat but I don't know how far out it is, so lets just do this and things will then only got more simple with better tools down the road.
The pipeline I have atm is fine, just a few extra steps, its Blender > FBX export > GrimFBX > GMT , here I end up with model and animation and I just use GrimAnimConvert on the animation to get it LoG2 compatible.

Image

kind regards.
Skuggasveinn.

Re: Editor Tutorials on YouTube - part 12 is out

Posted: Mon Mar 02, 2015 12:18 am
by minmay
I'd like to plug bitcpy's Blender plugin. You can export directly from Blender to .model and .animation.

Re: Editor Tutorials on YouTube - part 12 is out

Posted: Mon Mar 02, 2015 9:04 am
by Aisuu
Awesome news :)

bitcpy plugin was first thing I tryed, but either I end up with weird model or animation. Little step by step tutorial would by sooo helpful :mrgreen:

Re: Editor Tutorials on YouTube - part 13 is out

Posted: Mon Mar 09, 2015 12:37 am
by Skuggasveinn
Part 13 is out
http://youtu.be/b9h7nCI1rQk - Simple animations for a custom 3D object.

In this one we take a sign and create a looping idle animations for it.
The same method was used to create the rope ladder animations and the door animations found in the Winter Tileset.

Watching this again I saw that I made 2 big mistakes (I made many mistakes but 2 big ones :D ), I re-calculated the normals in the GMT but what I wanted to do was to re-calculate the tangents (I lost my smoothing group doing that, so just re-calculate tangents)
I also applied the wrong material on the object in the GMT, I applied mine_support but the texture I was using inside Blender was mine_door_frame.

I've been asked why I'm not using bitcpy's scripts for this, the answer is that I don't get consistent results with them, they have broken when I update Blender and other weirdness, so this tutorial is just showing how I do this, not claiming this is the best/easiest way of doing this, it's just the method that I use at this moment.
I don't mind using the GrimFBX and GrimAnimConverter, the FBX export is a solid standard and 2 or 3 extra steps in the pipleline mean nothing to me if it brings consistency to what I'm doing.

Hope this is of help, and as always just ask if my rumblings don't make sense.

kind regards.
Skuggasveinn.

Re: Editor Tutorials on YouTube - part 13 is out

Posted: Mon Mar 09, 2015 12:54 am
by minmay
I notice you spent a lot of time on weight painting rigid objects in that video. You (or other readers) might find the info in this thread to be useful: there are a couple of easy ways to "fill" vertex groups with one weight in Blender.

Re: Editor Tutorials on YouTube - part 13 is out

Posted: Mon Mar 09, 2015 10:24 am
by Aisuu
Thank you Skuggasveinn for this awesome tutorial ;)

Re: Editor Tutorials on YouTube - part 13 is out

Posted: Mon Mar 09, 2015 5:16 pm
by A100N
Hi all...
please help
I have 3 altars and 3 gems (red, blue, green) - who wants to write a script to open the door if the gems will be situated on the respective altars, but I'm in the "weak" and no department :(
red_altar need red_gem
blue_altar need blue_gem
green_altar need green_gem

then the doors need to be opened.
...
Unfortunately, what I did not do nothing happens, or I have a bug in the script :(
I am ashamed of my ruler paste this script ....

Can I count on help ?. Advance thank you very much.
I'm sorry, I use a translator :(
greetings A100N