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Thread: [For Modellers] How to fix model showing up as a spiky mass of blah
Post: [For Modellers] How to fix model showing up as a s...
I recently discovered a problem with the editors. I'm sure some of you have come across the issue of having more than 4 influences on a bone (as stated by the warning in modelview.log). It seems that ... |
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MrBigzy |
Development Articles
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0 |
3,212 |
03-24-2012, 06:26 PM |
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Thread: Directional particle system
Post: RE: Directional particle system
Not all particle systems can be rotated. In the particle editor, a particle system's "coord system" can be set to local or world. If set to world, it will be set in a specific direction and can't be r... |
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MrBigzy |
Development Support
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8 |
7,502 |
03-09-2012, 01:48 PM |
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Thread: monster rigs
Post: RE: monster rigs
Yes, it could be named something different though. Make sure you selected the model that has the bind. Just keep checking all the tabs until you find one that has "Smooth Bind Settings" as one of the ... |
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MrBigzy |
Development Support
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14 |
10,727 |
01-31-2012, 02:41 PM |
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Thread: monster rigs
Post: RE: monster rigs
Okay, the problem is with the weight painting on the model. Basically what the error is saying, is that there are vertices on the model that are controlled by more than 4 bones at once. The limit is 4... |
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MrBigzy |
Development Support
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14 |
10,727 |
01-30-2012, 05:57 PM |
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Thread: monster rigs
Post: RE: monster rigs
Those errors are for code debugging for the devs only.
Open up modeleditor.log and post it, it should be located in My Documents/HPL2 (or some equivalent of that).
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MrBigzy |
Development Support
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14 |
10,727 |
01-30-2012, 05:06 AM |
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Thread: how to save animation??
Post: RE: how to save animation??
Basically, you animate the model, export it as a dae file, and then rename the extension .dae to .dae_anim and place it in the animation folder. You do this for every animation you want. Make sure the... |
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MrBigzy |
Development Support
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5 |
4,543 |
01-29-2012, 01:14 PM |
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Thread: Position a Corpse?
Post: RE: Position a Corpse?
Yea, hopefully it will be an added feature to HPL3. :P
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MrBigzy |
Development Support
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6 |
4,859 |
01-29-2012, 05:54 AM |
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Thread: Position a Corpse?
Post: RE: Position a Corpse?
For models that have moving joints, you can't reposition them in real-time in the level editor. The only thing you could do hackishly is add a force to a body part at the start of a level's script to ... |
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MrBigzy |
Development Support
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6 |
4,859 |
01-29-2012, 02:52 AM |
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Thread: monster rigs
Post: RE: monster rigs
That's a simple fix, you just have to triangulate the model. HPL2 only recognizes triangles, not quads.
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MrBigzy |
Development Support
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14 |
10,727 |
01-28-2012, 02:42 PM |
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Thread: Voice Conversion?
Post: RE: Voice Conversion?
When creating a full conversion (there are a few tutorials around on how to set it up), you create a new config file for the game (in the config folder). In the new main_init.cfg file you create, you ... |
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MrBigzy |
Development Support
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5 |
3,923 |
01-28-2012, 04:44 AM |
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Thread: monster rigs
Post: RE: monster rigs
If you're using constraints to animate your model or do anything else, I'm pretty sure they're not supported by HPL2. As the warning says, you could try to bake them into animations, but I have a feel... |
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MrBigzy |
Development Support
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14 |
10,727 |
01-28-2012, 04:36 AM |
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Thread: Model editor just doing it's own thing apparently!
Post: RE: Model editor just doing it's own thing apparen...
The only thing I can think of that might work is that you delete history on your model, and freeze transformations (on move, scale, and rotate).
I've had the same problem multiple times before; it's ... |
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MrBigzy |
Development Support
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13 |
11,462 |
01-19-2012, 04:17 PM |
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Thread: PewDiePie's Nightmare 3! <CANCELED>
Post: RE: PewDiePie's Nightmare 3!
(01-16-2012, 06:31 PM)Elven Wrote: .....I agree.
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MrBigzy |
Custom Stories, TCs & Mods - Development
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17 |
22,934 |
01-16-2012, 07:02 PM |
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Thread: Level Editor crashes when using custom particles
Post: RE: Level Editor crashes when using custom particl...
There is a log that is generated for the editors; they are under My Documents/HPL2. Can you post the leveleditor.log?
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MrBigzy |
Development Support
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8 |
5,830 |
01-12-2012, 04:27 PM |
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Thread: List of Amnesia variables
Post: RE: List of Amnesia variables
When debugging, you can activate them separately on the bottom right drop down menu when you press F1. I'm guessing those are the names of the sets.
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MrBigzy |
Development Support
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13 |
10,172 |
01-06-2012, 07:55 PM |
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Thread: Crippled Monster :S
Post: RE: Crippled Monster :S
It's edit->delete all by type or delete by type, and then history.
I don't think you can delete history on a binded mesh though, you'll have to unbind it, delete history, and then rebind it. You c... |
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MrBigzy |
Development Support
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11 |
9,186 |
01-06-2012, 02:54 PM |
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Thread: Crippled Monster :S
Post: RE: Crippled Monster :S
Well, there's a few things I can think of that might be the cause.
Did you delete history for the model before creating the joints and binding?
Also, did you use "Combine" to combine the separate mes... |
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MrBigzy |
Development Support
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11 |
9,186 |
01-04-2012, 11:18 PM |
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Thread: List of Amnesia variables
Post: RE: List of Amnesia variables
Yea, you can change them, but only in the model editor.
Although, it might be possible. Jens explained before how to access internals of model scenes:
Quote:am not sure about the lantern as it is a ... |
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MrBigzy |
Development Support
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13 |
10,172 |
01-04-2012, 07:33 PM |
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Thread: CV Curve tool export?
Post: RE: CV Curve tool export?
I'm pretty sure the curves by themselves are just discarded after exporting to dae.
Though, by default, I think the curves create nurbs surfaces. Is the model you made a polygon? If not, you'll have ... |
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MrBigzy |
Development Support
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2 |
3,439 |
01-04-2012, 07:21 PM |
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Thread: Help,multiple scripts in one map!
Post: RE: Help,multiple scripts in one map!
SetSwingDoorLocked("Bigroomkey", false, true);
should be:
SetSwingDoorLocked("door2", false, true);
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MrBigzy |
Development Support
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21 |
18,934 |
01-04-2012, 07:18 PM |