Wet Footprints Script

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Wet Footprints Script

Postby Race » Sun Apr 19, 2009 1:51 pm

Hi all, could someone please post the script I need in order to have footsteps appear after coming out of the water, and is the script standalone or does it have to be integrated into the waveset script? Thanks!
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Re: Wet Footprints Script

Postby ardent red » Sun Apr 19, 2009 3:08 pm

The code you need:
Code: Select all
<object name>:
    logic:
        actions:
          - type: footmgr
            footmgr:
                matpreshade: <material ref>
                matrtshade: <material ref>
                lifespan: 20
                targets:
                  - <object name>
                  - <object name>


It is separate to your waveset code. The script was taken from Andy's tutorial, here.
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Re: Wet Footprints Script

Postby Race » Sun Apr 19, 2009 3:24 pm

Thanks ardent, but what I am looking for is the script that only creates footsteps for a short time when you run through a puddle or leave the water, like Eder Gira and Ahnonay. Do you know that script perhaps? Thanks for replying quickly anyway, ;)
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Re: Wet Footprints Script

Postby Lontahv » Sun Apr 19, 2009 8:57 pm

I think this is what you want: http://guildofwriters.com/wiki/Footstep ... r_surfaces

What you use to get the "stepped in a wet puddle" effect is to use the puddle surface object for activating a reffed footmgr. In the footmgr you have to set the param "waitonenable" to 1 so that the footprints aren't always-on. Then, the footmgr will wait for a call from the activator.

In the body of the tutorial the "waitonenable" param is mentioned but it didn't get into the list of params. I just fixed it to show it in the list of footmgr params.


I highly recommend you read this tutorial since it's more complete than Andy's.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Wet Footprints Script

Postby Race » Mon Apr 20, 2009 7:00 am

Nadnerb also gave me a hand, my new problem is I am seeing the footprints on the mesh just as I get to the water, so apparently my mesh is too low or something, I was thinking about deleting parts of the waveset underneath the areas that are affected, by doing so will I mess up the entire waveset?
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