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Thread: Chair mesh/model

  1. #1
    Ranger Latheos's Avatar
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    Chair mesh/model

    So I'm working on a signature weapon for Craftworx, and I'm having some trouble with the ammunition for it. I'm trying to use chairs as an ammo source, so that the weapon will fire chairs, but the block mesh info doesn't convert well to an item. I'm running out of ideas to throw at it. I tried looking through the assets file, but since I really don't have all that firm a grasp on how to actually use the UABE tool, I really don't know how or where to find the info I'm seeking.

    Here's the mesh and model info in the blocks.xml for the oldChair (which is what I want for the ammo):
    Code:
    <block id="312" name="oldChair">
        <property name="Material" value="wood_weak"/>
        <property name="Shape" value="Ext3dModel"/>    <property name="Texture" value="293"/>
        <property name="Mesh" value="models"/>
        <property name="Model" value="Furniture/chair03" param1="game"/>
    That doesn't work for items. Putting the following in the code, which is what I've got at the moment, doesn't quite work:
    Code:
        <property name="Meshfile" value="Furniture/chair03" />
    Nor does this:
    Code:
        <property name="Meshfile" value="Blocks/Furniture/chair03Prefab" />
    What I'd really like to have is the equivalent of this:
    Code:
        <property name="Meshfile" value="Items/Weapons/Ranged/RocketLauncher/rocketlauncherPrefab" />
        <property name="HandMeshfile" value="Items/Weapons/Ranged/RocketLauncher/rocketlauncherPrefab"/>
        <property name="DropMeshfile" value="Items/Weapons/Ranged/RocketLauncher/rocketlauncherPrefab"/>
    ... but for the chair mesh.

    Any ideas?

  2. #2
    Guppycurian Forum Whore Guppycur's Avatar
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    Use projectiles, shoot chairs instead of arrows?

  3. #3
    Ranger Latheos's Avatar
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    The problem isn't with the projectiles, it's with the projectile looking like a chair when it's fired from the weapon. Like Aviary's Lawbreaker, which I added earlier this week, shoots eggs (and the projectile is actually seen as an egg when it shoots).

    Code:
    <item id="2173" name="AviarysLawbreaker">
        <property name="Meshfile" value="Items/Weapons/Ranged/Bows/Crossbow/crossbowPrefab"/>
        <property name="Material" value="metal"/>
        <property name="RepairTools" value="forgedIron"/>
        <property name="HoldType" value="26"/>
        <property name="FuelValue" value="70"/>
        <property name="EconomicValue" value="800"/>
        <property name="DegradationBreaksAfter" value="false"/>
        <property name="SoundJammed" value="ItemNeedsRepair"/>
        <property name="SoundDestroy" value="wooddestroy1"/>
        <property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
        <property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
        <property name="Sound_Sight_In" value="crossbow_sight_in"/>
        <property name="Sound_Sight_Out" value="crossbow_sight_out"/>
        <property class="Action0"> <!-- AttackAction -->
            <property name="Class" value="Launcher"/>
            <!-- <property name="Hitmask_override" value="Arrow"/> -->
            <property name="Delay" value="0.8"/>
            <property name="Crosshair_min_distance" value="30"/> <!-- 30 -->
            <property name="Crosshair_max_distance" value="30"/> <!-- 30 -->
            <property name="Magazine_size" value="1"/>
            <property name="Magazine_items" value="eggAmmo"/>
            <property name="Rays_spread" value="0.012"/>
            <property name="Reload_time" value="1"/>
            <property name="Bullet_icon" value="Items/Food/eggPrefab"/>
            <property name="Sound_start" value="Animals/Chicken/chickenpain"/>
            <property name="Sound_repeat" value=""/>
            <property name="Sound_end" value=""/>
            <property name="Sound_empty" value="weapon_empty"/>
            <property name="Sound_reload" value="crossbow_reload"/>
        </property>
        <property class="Action1"> <!-- UseAction -->
            <property name="Class" value="Zoom"/>
            <property name="Zoom_max_out" value="40"/>
            <property name="Zoom_max_in" value="40"/>
        </property>
        <property class="Attributes">
            <property name="DegradationRate" value="1,1"/>
            <property name="DegradationMax" value="240,600"/>
        </property>
        <property name="Group" value="Ammo/Weapons"/>
        <property name="ActionSkillGroup" value="Archery"/>
        <property name="CraftingSkillGroup" value="craftSkillFletching"/>
        <property name="RepairExpMultiplier" value="5.5"/>
        <property name="PickupJournalEntry" value="alternateAmmoTip"/>
    </item>
    
    <item id="2174" name="eggAmmo">
        <property name="Meshfile" value="Items/Food/eggPrefab" />
        <property name="Material" value="organic" />
        <property name="HoldType" value="23" />
        <property name="Stacknumber" value="250" />
        <property class="Action1">
            <!-- UseAction -->
            <property name="Class" value="Projectile" />
            <property name="Explosion.ParticleIndex" value="0" />
            <!-- no expl. -->
            <property name="Velocity" value="40" />
            <property name="FlyTime" value=".5" />
            <property name="LifeTime" value="17" />
            <property name="DamageBonus.head" value="2" />
            <property name="DamageBonus.glass" value="4" />
        </property>
        <property class="Attributes">
            <property name="GetQualityFromWeapon" value="true" />
            <property name="EntityDamage" value="18,42" />
            <property name="BlockDamage" value="1,1" />
            <property name="ApplyBuff" value="0.6,0.6" param1="stunned"/>
        </property>
        <property name="EconomicValue" value="2" />
        <property name="Group" value="Ammo/Weapons" />
        <property name="DescriptionKey" value="eggAmmoDesc" />
        <property name="CraftingSkillGroup" value="craftSkillFletching"/>
    </item>
    That was fairly simple, as eggs are already an item, so the meshfile was just copied from the entry for eggs. The meshfile for the egg ammo and the bullet icon are the same; if I knew the meshfile value for the chair, I'd plug it into the relative locations for the weapon and the ammo.

  4. #4
    Guppycurian Forum Whore Guppycur's Avatar
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    So you're thinking it's a pathing issue?

    ...like block meshes are called from a different start point than items?

    I'm new to uabe as well, but I'll poke around when I get back home.

  5. #5
    Ranger Latheos's Avatar
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    I'm honestly not sure. This is the first time I've tried to use a block mesh on an item, so ... *shrugs* maybe?

  6. #6
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh I can't even find a chair in UABE.

  7. #7
    Ranger Latheos's Avatar
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    Yeah, neither could I. I know the mesh value has to be *somewhere*... I just can't figure out *where*.

  8. #8
    Colony Founder n2n1's Avatar
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    I also can't find it in assets....probably this is a very old object that has the name like "object0003" etc.
    Last edited by n2n1; 1 Week Ago at 07:18 AM.

  9. #9
    Ranger Latheos's Avatar
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    At this point I'd settle for *any* chair that can be meshed into an item.

  10. #10
    Guppycurian Forum Whore Guppycur's Avatar
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    Would you use sdx?

  11. #11
    Ranger Latheos's Avatar
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    No. I just don't have the mental bandwidth to learn it, and I prefer to keep my mod to xml only. I agree that it's pretty nifty when others do it, but it's just not in the cards for me.

  12. #12
    Colony Founder xyth's Avatar
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    Quote Originally Posted by Latheos View Post
    No. I just don't have the mental bandwidth to learn it, and I prefer to keep my mod to xml only. I agree that it's pretty nifty when others do it, but it's just not in the cards for me.
    It is amazing that folks still think SDX is difficult to use. There is nothing to adding a pre-built mod to the vanilla game using the sdx tool. Its just a few well explained button clicks. If you want to make your own mod, it is also just as simple, assuming you have the new resource (chair) built for you, which many folks here would do in order to get a new cool mod built.

  13. #13
    Guppycurian Forum Whore Guppycur's Avatar
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    In fact, Xyth and Sphereii have made it so much easier to use that even I'm a convert.

    ...I find it easier than the mod launcher. =)

    Add your mod to a folder, edit an xml, click the checkbox in the program and click play.

    I'm a convert.

  14. #14
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Guppycur View Post
    I'm a convert.
    do we refer to you as he or she? /cackle

  15. #15
    Guppycurian Forum Whore Guppycur's Avatar
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    I prefer schism.

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