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Post by scoovyhd on Oct 27, 2020 0:43:20 GMT 10
so recently my 3dsmax broke the obj files for some reason so i cant use it anymore
So the question is how do i put in the Cords in Text? i use the companion trainer too get the cords ingame
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 27, 2020 1:25:18 GMT 10
I'm curious by what you mean "3dsmax broke the obj files"? using the txt to create triggerzones is easy (but not as easy as using OBJ files).. Read the "About the TriggerZoneCorner offsets" section in the AEV tutorial I created for the 2018 Son of Persia Toolset.
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Post by scoovyhd on Oct 27, 2020 6:19:03 GMT 10
ok i read through the Triggerzonecorner offests the only problem i have is for the Triggerzonecorner Triggerzonecorner_X is simple i just use The X cords ingame with the companion but for the Triggerzonecorner_Y im pretty sure i use the Y offset but do i invert it or am i doing something wrong?
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 27, 2020 12:07:50 GMT 10
ok i read through the Triggerzonecorner offests the only problem i have is for the Triggerzonecorner Triggerzonecorner_X is simple i just use The X cords ingame with the companion but for the Triggerzonecorner_Y im pretty sure i use the Y offset but do i invert it or am i doing something wrong? I think raz0r inverts Y, but not sure. Why not test both and see if it works?
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Post by scoovyhd on Oct 27, 2020 21:18:29 GMT 10
what do i do about the TriggerZoneHeightBoundary1 and 2 ?
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 28, 2020 5:24:16 GMT 10
have you read the AEV tutorial? If so, what does it say about those values?
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Post by scoovyhd on Oct 29, 2020 23:33:09 GMT 10
i did read through it the only thing i need too know is the triggerzoneheightboundary cords i mean what do i use Y or Z i didnt see anything of that in the tutorial the triggerzonecorners are X and Y but Y is inverted i know that but i dont know what i ue for the heightboundary maybe i just skipped over the heightboundary cords?
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 30, 2020 3:15:33 GMT 10
Im surprised you didnt simply extract existing values from the room AEV file and observe them in the .txt file and use those. Z is used for vertical plane, while X and Y are used for horizonal plane. Height boundaries are therefore values used by the Z plane. You set the upper and lower values of this to set the vertical size of the triggerzone: I just realized you are trying to do all of this without the use of a 3d editor, so essentially you are going to have to get your Z coordinates from another source (like Raz0r's trainer). While in game you can get the Z value from the trainer (current player position) and use those as the lower value, then add a value of anywhere from 3000 to 7000 to the lower value for the top value. Example:Your lower value determined by in-game Z value of current player position = 1200 1200 + 4000 = 5200 5200 is your new top value. You are going to run into some real trouble doing it this way without a 3d editor because there are rooms that are very picky about the height values. There are times that require very precise z values for the triggerzone to work, often forcing us to use the original Z values of other existing triggerzones for it to function. I strongly suggest you get a 3d program like 3ds Max (or Blender which is free), if you are going to get serious with editing stages.
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Post by scoovyhd on Oct 30, 2020 4:19:20 GMT 10
i have 3ds but well doesnt work but does blender even work with stages?
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Oct 30, 2020 8:53:38 GMT 10
i have 3ds but well doesnt work but does blender even work with stages? I have seen people using it. Maybe try googling it.
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