OK what did I do wrong, my dice wont export

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Re: My dice age

Postby Wamduskasapa » Sun Sep 05, 2010 1:24 pm

I also have no problems with the Dice Age but some sounds would be nice. This would be a great multipayer age
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Re: My dice age

Postby tachzusamm » Sun Sep 05, 2010 2:11 pm

Okay, I found the issue.
After checking each installed age for its sequence number, there were no matches found. But there was an age called "45 degree" - PlasmaShop was not able to read its sequence number, but displayed strange characters instead.
If I remember it correctly, this was a test age from the Relativity project. (And yes, there was a space in its name - maybe that's the reason why PlasmaShop cannot read it correctly, and linking to it was not possible as well).
After removing this age - which I should have done earlier, but I did not expect that just keeping it could cause such problems, especially removing files from other ages - Dice worked fine then. :)

Sorry for causing confusions.
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Re: My dice age

Postby Karkadann » Sun Sep 05, 2010 9:31 pm

I wanted to start with a nice simple one, The actual the design of the floors is from the top view of the Pentagon. I just to see if everything in the age is working OK, before drizzle distribution. I can probably do the foot steps and I did have some rules in mind, but the sound of the dice rolling im not sure where I would get that. any way its still in the making thanks for the feed back and sorry bout the Prefix number I had hoped to get the prefix number 2012 reserved for the dice age so other similar issues wont arise
Last edited by Karkadann on Thu Sep 09, 2010 6:40 am, edited 1 time in total.
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Re: My dice age

Postby diafero » Mon Sep 06, 2010 12:12 am

Karkadan, did you register a sequence prefix for this age, and where?
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Re: My dice age

Postby Karkadann » Mon Sep 06, 2010 7:15 am

um no I forget how, I was wondering if you could help me with that one.

Also the sound file from a bone being kicked around (IE role the bones) might be good for the dice. the book with the rules I'll hafta read up on that a bit beyond me at this point although the rules where gonna be similar to the card game 21 with any where from 2 to 5 people kicking the dice in a circle to the next person.
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Re: My dice age

Postby tachzusamm » Mon Sep 06, 2010 7:44 am

Karkadann wrote:um no I forget how, I was wondering if you could help me with that one.

I think this page could be a good point to start with:
http://www.guildofwriters.com/wiki/Obta ... e_Prefixes

or maybe you already got to this point:
wiki wrote:Then go to Alcugs and edit that page to add the prefix you obtained from the ULM website. Or ask for someone on the forums to add your sequence prefix to that wiki page for you.

and need help with this procedure?
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Re: My dice age

Postby Karkadann » Mon Sep 06, 2010 9:24 am

I had hoped to get some one on the forums to add the prefix 2012 to the list for this age. Since im just a novice with this stuff. if things turn out I can get into the whole thing and sign up to all the sites later on.

So in the mean time Can some body Please put the Prefix 2012 for my dice age?

Thank you
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Re: My dice age

Postby diafero » Mon Sep 06, 2010 9:46 am

Done!
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Re: My dice age

Postby Karkadann » Mon Sep 06, 2010 11:58 am

I don't suppose any of you guys know how to attach sound to a kickable object or know where I can find this info for 3DS max
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Re: My dice age

Postby Lontahv » Mon Sep 06, 2010 1:34 pm

I really don't have that much experience with PlasmaMax, but I know how kickable sounds work inside the prp, so I'll try to give some advice on this.

You're going to need a Physicals Sound Group (new->audio->physics sound group, in the Component Manager). Attach that to your physical and then set the slide and/or impact sounds. Those slide and impact sounds are usually reffed to a Random Sound object, although I'm pretty sure they can just be reffed to a Spacial Sound if you don't care about having a couple sounds for the impacts or slides (eg. myobjectkick1.wav, myobjectkick2.wav, etc.).

So in a simple layout it'd work something like this:
Code: Select all
KickableObject
    Physical Sound Group
        Impact: Spacial Sound
        Slide: Spacial Sound
Last edited by Lontahv on Mon Sep 06, 2010 1:36 pm, edited 1 time in total.
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