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Re: Breldur, my new age
Posted: Sat Apr 17, 2010 3:04 pm
by Chuckles58
It might be good to have us test the age, you know ... upload into UAM and test it in UruCC/Drizzle.

(Can't blame me for trying

)
Oh, all right, release it when you're good and ready, but it is encouraging that your lag issues seem to be solved with the visregions. I'm glad you didn't have to do another major overhaul.
Re: Breldur, my new age
Posted: Sat Apr 17, 2010 10:47 pm
by Jonnee
Yeah, I'm kind of glad too. But I have to add many many objects to the alcscript now. That takes alot of time.
Anyone please may help me once again with the wavesets?For the ocean waveset I'm using an old code with shores included. But right now I don't need any shores. So that part can become deleted. But I don't want to touch the code anymore.
This is the code:
Code: Select all
waveset:
logic:
actions:
- type: ripplevsmgr
ripplevsmgr:
matpreshade: splashrings
matrtshade: splashrings
targets:
- waveset
waveset: waveset
initu: 4
initv: 4
finalu: 1.0
finalv: 1.0
type: waveset
dynenv:
hither: 0.3
yon: 10000
inccharacters: 0
refreshrate: 300
width: 256
height: 256
visual:
waveset:
shores:
- shoreline
envradius: 200
specnoise: 0.9
specstart: 600
specend: 700
edgeopac: 0.5
edgeradius: 0.5
depthrange:
opac:
start: 0
end: 5
refl:
start: 0.9
end: 0.99
period: 50
Next step: I'm using wavesets in the caves too. But hey have another code. Additionally I'm using splashrings too in the age.
Outside of Breldur I have an object called "splashrings" with the material "splashrings".
I was trying to change the codes for the cave wavesets in a way that the splashrings appear on them too. But I did not have success.
The splashrings appeared on the cave wavesets, but they dissappeared on the ocean waveset. I don't know what I did wrong.
Anyone please change the code for me? Do I have to duplicate the splashrings object and the splashrings material and rename it?
Code: Select all
waveset2:
type: waveset
dynenv:
hither: 0.3
yon: 100
inccharacters: 0
refreshrate: 300
width: 256
height: 256
visual:
waveset:
shores:
- shoreline
envradius: 20
specnoise: 0.9
specstart: 600
specend: 700
edgeopac: 0.5
edgeradius: 0.5
depthrange:
opac:
start: 0
end: 5
refl:
start: 0.9
end: 0.99
period: 50
Re: Breldur, my new age
Posted: Sun Apr 18, 2010 4:17 am
by tachzusamm
Hi Jonnee.
Not sure what your first question is - but if you want to remove the shores in the first script, just remove the lines which reference them.
So remove the lines
Regarding your "Next step" : Never share objects or materials used in wavesets. Neither in general nor between wavesets.
So you guessed it right: You have to create a new object and a new material (make sure it has only a single user) for your second waveset.
Re: Breldur, my new age
Posted: Sun Apr 18, 2010 4:19 am
by D'Lanor
Jonnee wrote:For the ocean waveset I'm using an old code with shores included. But right now I don't need any shores. So that part can become deleted. But I don't want to touch the code anymore.
Just delete this:
Jonnee wrote:Next step: I'm using wavesets in the caves too. But hey have another code. Additionally I'm using splashrings too in the age.
Outside of Breldur I have an object called "splashrings" with the material "splashrings".
I was trying to change the codes for the cave wavesets in a way that the splashrings appear on them too. But I did not have success.
The splashrings appeared on the cave wavesets, but they dissappeared on the ocean waveset. I don't know what I did wrong.
Anyone please change the code for me? Do I have to duplicate the splashrings object and the splashrings material and rename it?
Did you just copy the whole logic section to waveset2? That would create a conflict and PyPRP will just use the last one it finds. That is why I usually attach the logic scripting for my splash ripples to the ripple decal object. Try this:
Code: Select all
<your ripple decal>:
logic:
actions:
- type: ripplevsmgr
ripplevsmgr:
matpreshade: splashrings
matrtshade: splashrings
targets:
- waveset
- waveset2
waveset: waveset
initu: 4
initv: 4
finalu: 1.0
finalv: 1.0
waveset:
type: waveset
dynenv:
hither: 0.3
yon: 10000
inccharacters: 0
refreshrate: 300
width: 256
height: 256
visual:
waveset:
envradius: 200
specnoise: 0.9
specstart: 600
specend: 700
edgeopac: 0.5
edgeradius: 0.5
depthrange:
opac:
start: 0
end: 5
refl:
start: 0.9
end: 0.99
period: 50
waveset2:
type: waveset
dynenv:
hither: 0.3
yon: 100
inccharacters: 0
refreshrate: 300
width: 256
height: 256
visual:
waveset:
envradius: 20
specnoise: 0.9
specstart: 600
specend: 700
edgeopac: 0.5
edgeradius: 0.5
depthrange:
opac:
start: 0
end: 5
refl:
start: 0.9
end: 0.99
period: 50
Edit: As you can see there still seems to be a conflict in the line: waveset: waveset
I'm not sure what this line does, but in the PyPRP source it is called the WaveSetBase. So maybe it just needs one (any?) waveset as its "base". I mean, what is the point of allowing multiple waveset targets if this line still applies the ripplevsmgr to only one waveset?
Anyway, if we don't try we'll never know.

And if it fails you can always fall back to the separate material method.
Re: Breldur, my new age
Posted: Thu Apr 29, 2010 9:05 pm
by Jonnee
Shorah, explorers!
I'm kind of doubtful. Right now I'm a bit busy, I don't have alot of time to work on Breldur.
I was trying to create this observatory a few days ago. Yeah, I know. It really looks like Tomahna.
The observatory matches good to the age's story. But I really don't know if I should continue creating this room because of the big likeness of the room's outside to Tomahna.
What do you think?

- Breldur_300410_1.jpg (231.35 KiB) Viewed 3278 times

- Breldur_300410_2.jpg (213.65 KiB) Viewed 3278 times
Re: Breldur, my new age
Posted: Fri Apr 30, 2010 2:19 am
by Aloys
It does look really nice, but it also does look very familliar.. Maybe you can slightly modify its design so that it doesn't look so familiar?
Re: Breldur, my new age
Posted: Fri Apr 30, 2010 2:28 am
by Egon
Well, let's not exaggerate. Any round "spider web pattern" window will look familar to one in Tomahna.
Re: Breldur, my new age
Posted: Fri Apr 30, 2010 2:37 am
by Aloys
More than the window this is the way it is attached in the middle of a rock arch that reminds me of Tohmana. But this is not really a bad thing, that design is really nice; and if this Age was written by an explorer it may have been inspired by Tohmana.

Re: Breldur, my new age
Posted: Fri Apr 30, 2010 7:15 am
by Chuckles58
I like it, you might include a journal that informs the explorer that it was inspired by Tomahna. Nice to see your update, Jonnee.
Re: Breldur, my new age
Posted: Fri Apr 30, 2010 11:24 am
by BAD
It's up to you Jonnee, but I think it looks cool.
