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Yes I know this game was crap when released, but its apparent the devs spent most of their time making it so we could fix the game, thank you devs....:03: |
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These are tools that were used in production. The same tools every game developer creates in order to help them make the game. Having a mod-able game now is due to the fact that those tools were included with the game. Why those tools were released or why the file resources aren't packed and encrypted is not something I can judge. But I strongly believe (just a personal opinion) that even if the game didn't allow mods it would have been launched in almost the same timeframe and state it has been launched in. ontopic: didn't have time last night to make a tutorial nor will I have tonight, but I'll try to hurry things up. |
The truth is...I spoke too soon...seems like crashing is the "normal" working mode now. If it works more than 2 minutes without a crash occurring than it means I'm not doing what I should :)
I'll look closer into the crashes and see if I can fix anything. The main issue is that I can't use the "center view on selection" option. Without it I can't preview the smoke in the Goblin Editor because I can't find it in the viewer ! Even Narvik doesn't have factory smoke anymore... Anyway until I make a smoke generator that everyone can use I'll post the steps needed in order to achieve that. 1. Load a harbor .gr2 file and it's associated .sim. I chose Danzig which already has some smoke chimney dummy positions that were intended for this exact purpose. http://i1104.photobucket.com/albums/...ke_goblin1.jpg 2. Right click the starting position of the smoke and choose "Edit controllers" http://i1104.photobucket.com/albums/...ke_goblin2.jpg 3. Double click on the "Particles->Particle Generator" controller in order to add it to that position. http://i1104.photobucket.com/albums/...ke_goblin3.jpg 4. This is what it will look like, with the new controller in the "Unassigned" category. You will have to drag & drop it to the .sim file. http://i1104.photobucket.com/albums/...ke_goblin4.jpg 5. Select it and all the available options will appear in the controller options view. Once a controller has been configured, it can be copy/pasted onto other harbors and smoke generators. http://i1104.photobucket.com/albums/...ke_goblin5.jpg |
Thanks for the help :yeah:
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I'm glad to hear I'm not the only one suffering crashes.
Not that I'm Happy Goblin crashes, mind you! Just that I haven't seen many complaints about it happening? I thought maybe I was the only one and had some other reason for it. |
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This is really annoying me :stare:
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How can we add new dummy_smoke nodes to the Model?:06:
This is example of biggest issue's preventing many needed MOD's.:damn: http://i1104.photobucket.com/albums/...ke_goblin1.jpg |
If i open the Alexandria gr2 file first and then try to merge the sim file goblin crashes . However , if i open the sim file first it comes up with lost controllers , i just merge the gr2 file with the sim anyway . It opens fine and i can add the particles . Saves fine and ParticleGenrator @ Dummy_smoke03 shows up correctly in goblin if i merge them in the correct order (just to check if it worked) .
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Huh, I just tried this Sober, and I was able to open the .GR2, and merge the .sim just fine. BUT, when I tried to look at something, the instant an object came into view Goblin threw a memory loop error and closed.:-?
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Ok , i know how to put the smoke on the chimneys now . The only thing i cannot do is edit the particles generator . Never worked with smoke .
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