Hi all
I need small help :-)
I need one poligon/very small face(1micrometr-some like this) From center of scene based highly a lot in *.asc ,ah if someone do it upload this to server... www.rapidshare.de
It thanks very much ;-) and take this HOT Greetings
i made this level/landscape alle textured and done, and then i try to load it in spacerII, then i try to compile it but i don't get my level, there is nothing... i think it has something do with the exporter... but im not sure...
i tried to import a already finished mesh from gothic 2 it was the old camp then i try to export and the same thing happens this time... what is wrong?
As I die
I hold my sword
My only friend
And pray that Oden
Will take me home
@Sorhin: Did you put the Mesh somewhere at Gothic II\_work\data\meshes\?
Otherwise the Mesh will not be loaded and you'll get an empty world.
Ahhh yes that was my problem
but another one apppears now, when i look at my landscape in spacer, some of my textures is wrong now, they are misplaced, why is this?
as i can see it's only the road and im sure it has something to with in 3d studiomax that i set the texture to -90 istead of 0
here you can see. http://img202.imageshack.us/img202/1300/mod29es.png http://img202.imageshack.us/img202/2184/mod33dz.jpg
what should i do now?
As I die
I hold my sword
My only friend
And pray that Oden
Will take me home
You can place the textures inside the spacer (much easier imho), so you won't need to do this in 3dsmax. How you move/rotate/scale a texture is explained some posts above.
edit:
@orcwarriorPL: I'm very sorry, but I'm not sure what you want.
I need file in .asc extersion with only one polygon/face this ,if you must create face this face must be very(very,very,very,very... :P) small or even invisible(in game) I need it to create game effect(pfx) Which will be off on night and on at day ,ah i i can create .mds wihout any model(.asc) teach me it! :P
EDIT:
Hmmm if i enbead cheat console and write zfogzone.. and zhighqualityrender
i have nice grafics --::looK!::--(this textures is from mod i think about draw distance)can someone edit gothicmod.exe or gothic.exe and enbleade this opion on start game
(i find i gothic configuration file this line:
zFogDisabled=0
when i repleace it to:
zFogDisabled=1
the fog is banished(dispeared)
but the draw distance is too small and i dont find it in config file,i find it in gothic.exe but this is "advanced file hacking" :P)
It thanks for each help
Use the 'Mobsi' (interactive object in the Gothic world) with the scheme name until the "targetState" is reached. If the "targetState" is already active while the function is called: the NPC goes to the 'Mobsi' but does nothing.
Thanks i was hoping that the description would have answered a question of mine but it seems it didn't . I know that you like to play with this kind of stuff ...would you know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Hello all(sorry for new post i wanna to thread be watched)
I have small/big problem in spacer
3d Graphic from my Modteam has Delete walder(honey mesh in wood )from G1 Surface.3ds ,How i can repleace old mesh of surface.3ds to new (upadted wihout walder) and keep all vobs(.zen) when i try to open surface.zen and merge surface.3ds(upadted)in world is old and new mesh
Help please
would someone know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Besides that why is the orc wall seen so akward when you're behind it and is there a way to fix this(you can see through it)?
And after someone creates a new 3ds for a file what must he do in order to be available for gothic?
would someone know for example where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Besides that why is the orc wall seen so akward when you're behind it and is there a way to fix this(you can see through it)?
And after someone creates a new 3ds for a file what must he do in order to be available for gothic?
Thanks
In dNdR This scripts in Gothic II\_Work\Data\Scripts\Content\Story\Dialog_Mobsis folder
(I don't sure what you write )
If you Wanna add this script in spacer ou add only POTIONALCHEMY
Because *_S1 = On Use mob ,the const int is in
\Gothic II\_Work\Data\Scripts\Content\AI\AI_Intern\Ai_Constants.d
I don't know that better spacer. sorry but i can't help you and besides that maybe you should say it in another way...i didn't understood exactly what's your problem. Only that you deleted the honey mesh from the zen
I don't know that better spacer. sorry but i can't help you and besides that maybe you should say it in another way...i didn't understood exactly what's your problem. Only that you deleted the honey mesh from the zen
Ok sorry this my bad (but the information about "honey mesh" is not important anyway i thik about THAT)
I have problem in merge old vobs from surface.zen to new edited surface.3ds (wihout vobs)
I hope I understood the question. Your 3D-artist has deleted the wood-portals.
Put your new "surface.3ds" directly under \_work\data\meshes\ or move the original somewhere else. The spacer loads that file that it can find first (this can be the old one!).
Then load the "surface.zen" -> compile world
Then save and restart the spacer (better, because after compiling there could be Portal-Errors).
I hope I understood the question. Your 3D-artist has deleted the wood-portals.
Put your new "surface.3ds" directly under \_work\data\meshes\ or move the original somewhere else. The spacer loads that file that it can find first (this can be the old one!).
Then load the "surface.zen" -> compile world
Then save and restart the spacer (better, because after compiling there could be Portal-Errors).
where POTIONALCHEMY_S1 or SMITHWEAPON_S1 are called from?
Let's take a look at Harad's anvil: [Bild: bsavilocspacer7ng.th.png]
As you can see, the anvil is an oCMobInter (interactive object in the game).
1. visual references a model script that defines the animations (including the human model) which are played while using the object.
[g2addon]\_work\Data\Anims\MDS_Mobsi\BsAnvil_OC.mds looks like this:
Code:
Model("BsAnvil_OC")
{
MeshAndTree("BsAnvil_OC.asc")
AniEnum
{
Ani("s_S0" 1 "s_S0" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 3 3)
Ani("t_S0_2_S1" 1 "s_S1" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 4 9)
Ani("s_S1" 1 "s_S1" 0.0 0.0 M. "BsAnvil_OC_Use.asc" F 10 47)
{
*EventSFX(30 "Forge_Anvil" R:1000)
*EventPFX(30 1 "Anvil_Sparks" "Bip01 PFX_Spark")
*EventSFX(38 "Forge_Anvil" R:800)
}
Ani("t_S1_2_S0" 1 "s_S0" 0.0 0.0 M. "BsAnvil_OC_Use.asc" R 4 9)
}
}
Even if you don't understand every parameter, you can see that there are animations defined for the 'states' S0 (start using it), S1 (anvil forging), and the transitions between the latter two. In short, every interactive object is state-based.
2. focusName is a reference to a string constant in the scripts. This is the text which is displayed if you focus the object.
(defined in [g2addon]\_work\Data\Scripts\Content\Story\Text.d)
3. useWithIten is a reference to an item instance in the scripts, which is required to use the object. In this case ItMiSwordRawHot - without the glowing steel, you cannot use the anvil.
(defined in [g2addon]\_work\Data\Scripts\Content\Items\IT_Misc.d)
4. finally, stateFunc defines the base name of the script functions which are called if an object state is reached. "_S" and the state number is added to the base name to build the function names. Therefore, SMITHWEAPON_S1 is called when you start forging at the anvil.
(the function can be found in [g2addon]\_work\Data\Scripts\Content\Story\Dialog_Mobsis\SmithWeapon.d)
"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
How can I insert an object .3ds to a .zen file? And in wich category in the object window (in spacer) shoul I put the object if it is something big like a catapult for example? I tryed to insert some objects in "surface.zen" but it didn't show me anything. The objects are made by me and exported as 3ds.
Could someone help me?
Select zCVob from the objects window. Click right into the spacer window. Place the vob. Then put the filename of you model under "visual" and hit apply. Very important: The 3DS must be somewhere under ..\_work\data\meshes\. Otherwise the spacer would not load it. The object must have less than 2000 vertices and less than 2000 polygons.
@orcwarriorPL:
I write this here because it's to technical for your thread at the discussion.
You should also alter zCZoneVobFarPlaneDefault (see attachment to this post)
As an alternative to the swamp portals (I think they really look awful) you may set a fog zone. Unfortunately the color settings only work in Gothic 2.
zCVob -> zCZone (abstract) -> zCZoneFog
At the bottom of the object windows you find the button "edit the box". Click it. At "Bounding Box-Dialog" set the size of the box. Click "modify" (the windows) and "apply". Back at the bounding box dialogue click "stop".
At "fog range center" you can alter the sight (1500 for example). The fog has no color - you may create a swamp feeling if you put several dark green light-vobs (not too bright because at night it would look strange).
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