Re: Official MLP Mod Thread

#1481
CommanderPro100 wrote: You might want to send Glitch the modified code because this mod already has customize code.
Can't I just post in the thread? But ok, anyways the only problem now is the legs are messed up. Ugh, I went to test, and as soon as I looked in 173's chamber direction,
FPS went from 50 to 3. I noticed both textures were 72mb. Scaled down to max 173kb. (No lie, exactly on 173.)
Every since I've learned about SCP, I've had some many coincidences... My library card ends in 087. So many things with ONLY the famous ones.
Image

Re: Official MLP Mod Thread

#1482
mrpeanut188 wrote:
CommanderPro100 wrote: You might want to send Glitch the modified code because this mod already has customize code.
Can't I just post in the thread? But ok, anyways the only problem now is the legs are messed up. Ugh, I went to test, and as soon as I looked in 173's chamber direction,
FPS went from 50 to 3. I noticed both textures were 72mb. Scaled down to max 173kb. (No lie, exactly on 173.)
Every since I've learned about SCP, I've had some many coincidences... My library card ends in 087. So many things with ONLY the famous ones.
The number on the computer lab door at my school is 106, I stuck a paper to it saying "Please avoid encountering Radical Larry in here."

Re: Official MLP Mod Thread

#1483
The high school I go to for after school activities sometimes has a basketball gym and it's room number is 173.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: Official MLP Mod Thread

#1484
Destructoid wrote:The high school I go to for after school activities sometimes has a basketball gym and it's room number is 173.
Nice.

GLITCH READ BELOW!
Implement this into the coding of the mod:

NPCS.bb
Line 1498

Code: Select all

						Animate2(n\obj, AnimTime(n\obj), 1, 59, n\currspeed * 18)
Put that now, then I'll send the models.
Last edited by mrpeanut188 on Sat Jan 19, 2013 3:48 am, edited 2 times in total.
Image

Re: Official MLP Mod Thread

#1486
Destructoid wrote:Fixed right? This is awesome!
Class-Derpy.zip
That's what I have now, should be everything fixed EXCEPT for death animation.
Test it out, tell me what you think. But, for the walking cycle to work, you have to apply the code I posted a minute ago.
Image

Re: Official MLP Mod Thread

#1487
mrpeanut188 wrote:
Destructoid wrote:Fixed right? This is awesome!
Class-Derpy.zip
That's what I have now, should be everything fixed EXCEPT for death animation.
Test it out, tell me what you think. But, for the walking cycle to work, you have to apply the code I posted a minute ago.
Then we'll just have to wait for Glitch to reply saying that he's made the source code change.

Re: Official MLP Mod Thread

#1488
CommanderPro100 wrote:
mrpeanut188 wrote: Test it out, tell me what you think. But, for the walking cycle to work, you have to apply the code I posted a minute ago.
Then we'll just have to wait for Glitch to reply saying that he's made the source code change.
Ok, I'm editing my PM to him, need to change the Death-Frame too.

WITHOUT THE CODE, THERE IS NO WALKING ANIMATION.

[EDIT, COPIED FROM PM]

Sup Glitch.

(Go by this PM, not the thread.)

Class-Derpy.zip
Scientist.jpg.

Now, for the Derpies' walk cycle to work, you need to apply some code changes to NPCs.bb

Starting from line 1478:

Code: Select all

Case NPCtypeD 	;------------------------------------------------------------------------------------------------------------------
				RotateEntity(n\Collider, 0, EntityYaw(n\Collider), 0, True)
				
				prevframe = AnimTime(n\obj)
				
				Select n\State
					Case 0 ;idle
						n\currspeed = CurveValue(0.0, n\currspeed, 5.0)
						Animate2(n\obj, AnimTime(n\obj), 210, 235, 0.1)
					Case 1 ;walking
                        n\currspeed = CurveValue(0.015, n\currspeed, 5.0)
                        Animate2(n\obj, AnimTime(n\obj), 1, 59, n\currspeed * 18)
				End Select
				
				If n\currspeed > 0.01 Then
					If prevframe < 15 And AnimTime(n\obj)=>15 Then
						PlaySound2(StepSFX(2,0,Rand(0,2)),Camera, n\Collider, 8.0, Rnd(0.3,0.5))						
					ElseIf prevframe < 45 And AnimTime(n\obj)=>45
						PlaySound2(StepSFX(2,0,Rand(0,2)),Camera, n\Collider, 8.0, Rnd(0.3,0.5))
					EndIf
				EndIf
				
				MoveEntity(n\Collider, 0, 0, n\currspeed * FPSfactor)
				
				PositionEntity(n\obj, EntityX(n\Collider), EntityY(n\Collider) - 0.32, EntityZ(n\Collider))
				
				RotateEntity n\obj, EntityPitch(n\Collider), EntityYaw(n\Collider)-180.0, 0
Image

Re: Official MLP Mod Thread

#1489
Looks good, I'll get to it when I get out of bed.

EDIT:
Image
Tis a process
I'm not here as much right now, mention me on our Discord server if you need anything.