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    Thread: [For Modellers] How to fix model showing up as a spiky mass of blah
Post: [For Modellers] How to fix model showing up as a s...

I recently discovered a problem with the editors. I'm sure some of you have come across the issue of having more than 4 influences on a bone (as stated by the warning in modelview.log). It seems that ...
MrBigzy Development Articles 0 2,648 03-24-2012, 06:26 PM
    Thread: Directional particle system
Post: RE: Directional particle system

Not all particle systems can be rotated. In the particle editor, a particle system's "coord system" can be set to local or world. If set to world, it will be set in a specific direction and can't be r...
MrBigzy Development Support 8 5,034 03-09-2012, 01:48 PM
    Thread: monster rigs
Post: RE: monster rigs

Yes, it could be named something different though. Make sure you selected the model that has the bind. Just keep checking all the tabs until you find one that has "Smooth Bind Settings" as one of the ...
MrBigzy Development Support 14 7,202 01-31-2012, 02:41 PM
    Thread: monster rigs
Post: RE: monster rigs

Okay, the problem is with the weight painting on the model. Basically what the error is saying, is that there are vertices on the model that are controlled by more than 4 bones at once. The limit is 4...
MrBigzy Development Support 14 7,202 01-30-2012, 05:57 PM
    Thread: monster rigs
Post: RE: monster rigs

Those errors are for code debugging for the devs only. Open up modeleditor.log and post it, it should be located in My Documents/HPL2 (or some equivalent of that).
MrBigzy Development Support 14 7,202 01-30-2012, 05:06 AM
    Thread: how to save animation??
Post: RE: how to save animation??

Basically, you animate the model, export it as a dae file, and then rename the extension .dae to .dae_anim and place it in the animation folder. You do this for every animation you want. Make sure the...
MrBigzy Development Support 5 3,103 01-29-2012, 01:14 PM
    Thread: Position a Corpse?
Post: RE: Position a Corpse?

Yea, hopefully it will be an added feature to HPL3. :P
MrBigzy Development Support 6 3,170 01-29-2012, 05:54 AM
    Thread: Position a Corpse?
Post: RE: Position a Corpse?

For models that have moving joints, you can't reposition them in real-time in the level editor. The only thing you could do hackishly is add a force to a body part at the start of a level's script to ...
MrBigzy Development Support 6 3,170 01-29-2012, 02:52 AM
    Thread: monster rigs
Post: RE: monster rigs

That's a simple fix, you just have to triangulate the model. HPL2 only recognizes triangles, not quads.
MrBigzy Development Support 14 7,202 01-28-2012, 02:42 PM
    Thread: Voice Conversion?
Post: RE: Voice Conversion?

When creating a full conversion (there are a few tutorials around on how to set it up), you create a new config file for the game (in the config folder). In the new main_init.cfg file you create, you ...
MrBigzy Development Support 5 2,638 01-28-2012, 04:44 AM
    Thread: monster rigs
Post: RE: monster rigs

If you're using constraints to animate your model or do anything else, I'm pretty sure they're not supported by HPL2. As the warning says, you could try to bake them into animations, but I have a feel...
MrBigzy Development Support 14 7,202 01-28-2012, 04:36 AM
    Thread: Model editor just doing it's own thing apparently!
Post: RE: Model editor just doing it's own thing apparen...

The only thing I can think of that might work is that you delete history on your model, and freeze transformations (on move, scale, and rotate). I've had the same problem multiple times before; it's ...
MrBigzy Development Support 13 7,389 01-19-2012, 04:17 PM
    Thread: PewDiePie's Nightmare 3! <CANCELED>
Post: RE: PewDiePie's Nightmare 3!

(01-16-2012, 06:31 PM)Elven Wrote: .....I agree.
MrBigzy Custom Stories, TCs & Mods - Development 17 17,929 01-16-2012, 07:02 PM
    Thread: Level Editor crashes when using custom particles
Post: RE: Level Editor crashes when using custom particl...

There is a log that is generated for the editors; they are under My Documents/HPL2. Can you post the leveleditor.log?
MrBigzy Development Support 8 3,752 01-12-2012, 04:27 PM
    Thread: List of Amnesia variables
Post: RE: List of Amnesia variables

When debugging, you can activate them separately on the bottom right drop down menu when you press F1. I'm guessing those are the names of the sets.
MrBigzy Development Support 13 6,914 01-06-2012, 07:55 PM
    Thread: Crippled Monster :S
Post: RE: Crippled Monster :S

It's edit->delete all by type or delete by type, and then history. I don't think you can delete history on a binded mesh though, you'll have to unbind it, delete history, and then rebind it. You c...
MrBigzy Development Support 11 6,086 01-06-2012, 02:54 PM
    Thread: Crippled Monster :S
Post: RE: Crippled Monster :S

Well, there's a few things I can think of that might be the cause. Did you delete history for the model before creating the joints and binding? Also, did you use "Combine" to combine the separate mes...
MrBigzy Development Support 11 6,086 01-04-2012, 11:18 PM
    Thread: List of Amnesia variables
Post: RE: List of Amnesia variables

Yea, you can change them, but only in the model editor. Although, it might be possible. Jens explained before how to access internals of model scenes: Quote:am not sure about the lantern as it is a ...
MrBigzy Development Support 13 6,914 01-04-2012, 07:33 PM
    Thread: CV Curve tool export?
Post: RE: CV Curve tool export?

I'm pretty sure the curves by themselves are just discarded after exporting to dae. Though, by default, I think the curves create nurbs surfaces. Is the model you made a polygon? If not, you'll have ...
MrBigzy Development Support 2 2,625 01-04-2012, 07:21 PM
    Thread: Help,multiple scripts in one map!
Post: RE: Help,multiple scripts in one map!

SetSwingDoorLocked("Bigroomkey", false, true); should be: SetSwingDoorLocked("door2", false, true);
MrBigzy Development Support 21 12,770 01-04-2012, 07:18 PM