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Akari
02-21-2003, 05:47 PM
I am making one of the shops for the mod (geez it's taking a long time images/icons/frown.gif ) but I don't know how to make a sprite come up when you get in a fsm's radius. Kendo said to do a effect but that wont work cause I need to add a certian code to the fsm so that you can say no. So my question is: How do you make a sprite pop up when you enter the fsm's radius? Thanks!

PS. Kendo, can you tell me how you did the "Character Select" thing? I think I can use that. Thanks!

william ford
02-22-2003, 03:30 AM
Umm i think you're a little confused. None of that has anything to do with max-ed(to my knowledge, ill probably get ptroved wrong).

I don't think u can put sprites into a polybased game. And by fsm radius do u mean trigger radius?

Jokke_r
02-22-2003, 04:36 AM
when you ay sprite do you mean Particle-FX?
and i guess when saying FSM you mean trigger. otherwise if not, a FSM cannot be triggered by contact. so what to do it to add a trigger (player collision) and then add to it that on contact the fsm starts a certain particle-FX.

you should read the official tutorials over at www.maxpayne.com/mods (http://www.maxpayne.com/mods)

Akari
02-22-2003, 06:34 AM
Hmmmmm..... I guess it could work. I was afriad that if I did it in Partical-FX it would look all like blury and shaky. I'll try it anyway's. Thank!

tommulder
02-22-2003, 07:56 AM
just make sure that you keep the particle system facing the camera at all times (a check box) and attach it to the camera (offset obviously) should work. should.

Jokke_r
02-22-2003, 09:42 AM
why? the particle fx allways face the camera. they rotate n stuff.

tommulder
02-22-2003, 10:08 AM
...no particle work totally independandly of the camera... unless you check that box - it makes it more like a sprite.

Jokke_r
02-23-2003, 05:12 AM
no they don't.

if you create a particle fx it will automaticly allways face the camera.

Maddieman
02-23-2003, 05:52 AM
..no particle work totally independandly of the camera... unless you check that box - it makes it more like a sprite. <font size="2" face="Verdana, Arial">I've never checked to be certain, but last time I looked, they behaved exactly like sprites - the bitmap always faces the camera. Still, I think Skaven said they were billboards, so I guess you could probably change them to not act like sprites.

HairlessWookie
02-25-2003, 02:14 PM
They do always face the camera no matter what, but they move around in 3d. I think the checkbox you are talking about is how the particles are emmited. To worldspace or objectspace. Worldspace means the particles are emmited to the world, objectspace the particles are emiited and the whole system follows the object they are emmited from. I dont think it is possible to attach a pfx to a camera, but you can attach a camera to a DO, and you can also attach a PFX to a DO.

[ 02-25-2003, 02:18 PM: Message edited by: HairlessWookie ]

PlayfulPuppy
02-25-2003, 02:16 PM
Originally posted by Maddieman:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial"> ..no particle work totally independandly of the camera... unless you check that box - it makes it more like a sprite. <font size="2" face="Verdana, Arial">I've never checked to be certain, but last time I looked, they behaved exactly like sprites - the bitmap always faces the camera. Still, I think Skaven said they were billboards, so I guess you could probably change them to not act like sprites. </font><hr /></blockquote><font size="2" face="Verdana, Arial">Man this thread is confusing me!

Anyways, providing I didn't read your post incorrectly, MaddieMan, a billboard is the technical term for a sprite in 3D space.

And those that think you can have a sprite in 3D space, you can. What you do is make a square polygon that always faces the camera, so in essence it looks like a sprite. This method is called billboarding.

Akari
02-26-2003, 02:58 AM
Ok. I'll check it out. We just did another redo cause we added more parts to the PC so we can do our DVD Video for our band faster.

I now have a few new questions.

1. How do I make a FSM that when activatis it and does dialoge, go load a diffrent level, BUT keep all the players weapons and then when done with the level, goes back to the first one with all weapons intact with a new weapon added.

Hard I belive but would really appreciate it if you can help me. Thanks~!

PlayfulPuppy
02-26-2003, 04:27 AM
Originally posted by Akari:
Ok. I'll check it out. We just did another redo cause we added more parts to the PC so we can do our DVD Video for our band faster.

I now have a few new questions.

1. How do I make a FSM that when activatis it and does dialoge, go load a diffrent level, BUT keep all the players weapons and then when done with the level, goes back to the first one with all weapons intact with a new weapon added.

Hard I belive but would really appreciate it if you can help me. Thanks~! <font size="2" face="Verdana, Arial">Uh, why dont you just make the 'other level' part of the same level, sort of hidden off to the side, off the main map?

Akari
02-26-2003, 04:41 AM
.......ALL RIGHT SMART ASS! LOL Thanks!