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 How to make whip marks stay? 
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Site Admin
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@Dami

As you may have noticed the red starts somewhat after the whip hit and not directly.
The marks turn from red to blue because they keep adding up and are not faded away.

This is the only setting there is at the moment. It is easy to add more in next sub-release.


Thu Dec 18, 2014 8:25 pm
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Rank 3
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Joined: Wed Dec 17, 2014 10:40 pm
Posts: 9
xpadmin wrote:
@Dami
This is the only setting there is at the moment. It is easy to add more in next sub-release.


That would be just perfect, thanks!


Thu Dec 18, 2014 9:06 pm
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Rank 13
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Joined: Fri Jan 30, 2015 3:30 am
Posts: 106
xpadmin wrote:
@Dami

Ah, I see it is not in there.

Do:

buffer = true;
buffer_fade = false; <<-- add here

That should work.


Did not work at all for me.. :( here's my char_base.dat contents:


char_object CHAR_BASE
{
////////////////////////////////////////////////////////
//
// Pose
//
////////////////////////////////////////////////////////

pose
{
// Body type (set in story, see below)
body_type = NONE;

// Scene, initial position and light of character
scene_id = NONE;
waypoint = "";
light_name = "";

viewer = "";
mask_box = "";

// Initial pose
pose_type = STAND;
pose_id = 0;

// Initial cloth type
cloth_type = NONE;

// These character elements can be interacted with
ia_type = BODY_TOP_LEGS_ARMS_PRIVATE_SKIN_CLOTHALL;

// These character elements cause character to move
move_type = BODY_TOP_LEGS_ARMS_BUTT;

// These character elements are integrated using motion capture
int2_type = ROOT_LEGS;

// These character elements do not collide with other objects
scoll_type = NONE;

// These character elements do collide with main character
coll_type = BODY_TOP_LEGS_ARMS_BUTT;

// The way the character reacts to the viewer
vwcoll_type = AVOIDHIT_MOVECLOSE;

// Head state
head_state = NONE;
head_state_dur = 0.0;
head_state_speed = 1.0;
head_state_scale = 1.0;

// Expression
exp = NONE;
def_exp = NONE;
exp2 = NONE;
def_exp2 = NONE;

// Eyes are open and blinking
eye_state = OPEN;
eye_state_dur = 0.0;
eye_state_scale = 1.0;
eye_blink = true;
eye_cry = 20;
eye_cry2 = 20;

// Mouth is closed
mouth_state = NORMAL;
mouth_state_v = 0.0;

// Secrete mucus when penetrated by penis
mouth_mucus = 0.0;

// Sweat particles
sweat_part = 0.0;

// Pussy particles
pussy_part = 0.0;

// Vagina state
vag_state = NORMAL;
vag_state_v = 0.0;

// Anus state
anus_state = NORMAL;
anus_state_v = 0.0;

// Breath
breath = true;
breath_id = 0;
breath_speed = 0.5;
breath_scale = 0.75;

// Hands
hand_move = true;

// Movie
movie_action = NONE;

// Gesture
gesture = NONE;

// Senses
can_see = true;
can_hear = true;

// Focus
focus_type = NONE;
focus_head = true;
focus_eyes = true;
focus_direct = true;
focus_dur = 0.0;
focus_obj = "#MAIN";
focus_elem = FACE;

// Focus mode
focus_mode = NONE;
focus_mode_dis = 1.0;
focus_mode_speed = 1.0;

// Focus restriction
focus_restrict = NONE;

// Cloth override (>= 2 is use cloth_elem)
show_cloth[0] = 2;
show_cloth[1] = 2;
show_cloth[2] = 2;
show_cloth[3] = 2;

// Cloth attributes override
show_shoes = 2;
show_glasses = 2;
show_socks = 2;
show_util[0] = 2;
show_util[1] = 2;
show_util[2] = 2;
show_util[3] = 2;

// Render values
recv_shadow = false;
cast_shadow = true;
reflect = false;
refract = false;
buffer = true;
buffer_fade = false;

// Skin render values (# for tex is use current)
skin_tex = "#";
skin_color = (255,255,255,255);
skin_spec_shiny = 0.4;
skin_spec_power = 20.00;

// Hair render values
hair_tex = "#";
hair_color = (255,255,255,255);
hair_spec_shiny = 0.0;
hair_spec_power = 0.0;

// Cloth render values
cloth_tex[0] = "#";
cloth_color[0] = (255,255,255,255);
cloth_spec_shiny[0] = 0.0;
cloth_spec_power[0] = 0.0;

cloth_tex[1] = "#";
cloth_color[1] = (255,255,255,255);
cloth_spec_shiny[1] = 0.0;
cloth_spec_power[1] = 0.0;

cloth_tex[2] = "#";
cloth_color[2] = (255,255,255,255);
cloth_spec_shiny[2] = 0.0;
cloth_spec_power[2] = 0.0;

cloth_tex[3] = "#";
cloth_color[3] = (255,255,255,255);
cloth_spec_shiny[3] = 0.0;
cloth_spec_power[3] = 0.0;

// Cloth attributes render values
shoes_tex = "#";
shoes_color = (255,255,255,255);
shoes_spec_shiny = 0.0;
shoes_spec_power = 0.0;

glasses_tex = "#";
glasses_color = (255,255,255,255);
glasses_spec_shiny = 0.0;
glasses_spec_power = 0.0;

socks_tex = "#";
socks_color = (255,255,255,255);
socks_spec_shiny = 0.0;
socks_spec_power = 0.0;

util_tex[0] = "#";
util_color[0] = (255,255,255,255);
util_spec_shiny[0] = 0.0;
util_spec_power[0] = 0.0;

util_tex[1] = "#";
util_color[1] = (255,255,255,255);
util_spec_shiny[1] = 0.0;
util_spec_power[1] = 0.0;

util_tex[2] = "#";
util_color[2] = (255,255,255,255);
util_spec_shiny[2] = 0.0;
util_spec_power[2] = 0.0;

util_tex[3] = "#";
util_color[3] = (255,255,255,255);
util_spec_shiny[3] = 0.0;
util_spec_power[3] = 0.0;
}

////////////////////////////////////////////////////////
//
// Bodies
//
////////////////////////////////////////////////////////

body[0]
{
body_type = SAIKO;

file_name = "scenes/character6/characterShape.obj";

blush_tex = "scenes/textures/character6/body_blush_jpg.dds";
blush_factor = 0.2;

vag_fluid_pos = (0,-0.08,0.045);
vag_fluid_dir = 170;

breath_elem[0]
{
file = "";

volume = 1.0;
freq = 1.0;

scale = 0.75;
speed = 0.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[1]
{
file = "scenes/sounds/body/breath1.wav";

volume = 0.85;
freq = 1.2;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = true;
}

breath_elem[2]
{
file = "scenes/sounds/body/breath2.wav";

volume = 0.9;
freq = 1.3;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = true;
}

breath_elem[3]
{
file = "scenes/sounds/body/breath7.wav";

volume = 1.0;
freq = 1.0;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[4]
{
file = "scenes/sounds/body/breath5.wav";

volume = 0.95;
freq = 1.1;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[5]
{
file = "scenes/sounds/body/breath8.wav";

volume = 0.84;
freq = 1.1;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[6]
{
file = "scenes/sounds/body/breath9.wav";

volume = 0.85;
freq = 1.0;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[7]
{
file = "scenes/sounds/body/breath7.wav";

volume = 1.0;
freq = 1.0;

scale = 0.4;
speed = 1.5;
scale_vol = 1.0;
speed_freq = 0.2;

restart = false;
}
}

body[1]
{
body_type = MONICA;

file_name = "scenes/character7/characterShape.obj";

blush_tex = "scenes/textures/character7/body_blush_jpg.dds";
blush_factor = 0.2;

vag_fluid_pos = (0,-0.095,0.008);
vag_fluid_dir = 170;

breath_elem[0]
{
file = "";

volume = 1.0;
freq = 1.0;

scale = 0.75;
speed = 0.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[1]
{
file = "scenes/sounds/body/breath1.wav";

volume = 0.85;
freq = 1.2;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = true;
}

breath_elem[2]
{
file = "scenes/sounds/body/breath2.wav";

volume = 0.9;
freq = 1.3;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = true;
}

breath_elem[3]
{
file = "scenes/sounds/body/breath7.wav";

volume = 1.0;
freq = 1.0;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[4]
{
file = "scenes/sounds/body/breath5.wav";

volume = 0.95;
freq = 1.1;

scale = 0.4;
speed = 1.5;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[5]
{
file = "scenes/sounds/body/breath8.wav";

volume = 0.85;
freq = 1.1;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[6]
{
file = "scenes/sounds/body/breath9.wav";

volume = 0.85;
freq = 1.0;

scale = 0.4;
speed = 1.0;
scale_vol = 0.1;
speed_freq = 0.2;

restart = false;
}

breath_elem[7]
{
file = "scenes/sounds/body/breath7.wav";

volume = 1.0;
freq = 1.0;

scale = 0.4;
speed = 1.5;
scale_vol = 1.0;
speed_freq = 0.2;

restart = false;
}
}

////////////////////////////////////////////////////////
//
// Fluid
//
////////////////////////////////////////////////////////

fluid[0]
{
fluid_type = PEE;

file_name = "scenes/penis/fluidPissShape.obj";

color = (77,67,42,0);
ambient_color = (77,67,42,153);
specular_color = (102,102,102,255);
ref_color = (128,126,102,255);
ref_factor = 0.2;

fluid_sound = "scenes/sounds/body/pee1.wav";

pos = (0,0,0);

vel_scale = (0.75,0.75,0.75);
vel_dis = (0.0,0.0,0.0);
pos_dis = (0.001,0.01,0.001);

part_dur = 1.0;

max_particle_count = 2000;

spawn_count = 20;
}

////////////////////////////////////////////////////////
//
// Cloth elem (add custom ones to your character)
//
////////////////////////////////////////////////////////

cloth_elem[0]
{
pose_type = NONE;
pose_id = 0;

cloth_type = NONE;
show_shoes = false;
show_glasses = false;
}

cloth_elem[1]
{
pose_type = NONE;
pose_id = 0;

cloth_type = NUDE;
show_shoes = false;
show_glasses = true;
}

////////////////////////////////////////////////////////
//
// Expressions
//
////////////////////////////////////////////////////////

expression[0]
{
type = NONE;
name = "reset";
reset = true;
}

// Phoneme: Default
expression[1]
{
type = TALK0;
name = "*talk0";
}

// Phoneme: LWV
expression[2]
{
type = TALK1;
name = "*talk0";
}

// Phoneme: 'o'
expression[3]
{
type = TALK2;
name = "*talk2";
}

// Phoneme: 'u'
expression[4]
{
type = TALK3;
name = "*talk2";
}

// Phoneme: 'cdgjknrsyz'
expression[5]
{
type = TALK4;
name = "*talk1";
}

// Phoneme: 'fv'
expression[6]
{
type = TALK5;
name = "*talk1";
reset = false;
scale = 1.0;
}

// Phoneme: 'th'
expression[7]
{
type = TALK6;
name = "*talk1";
}

// Phoneme: LWV
expression[8]
{
type = TALK7;
name = "*talk0";
}

// Phoneme: LWV
expression[9]
{
type = TALK8;
name = "*talk0";
}

// Phoneme: 'wq'
expression[10]
{
type = TALK9;
name = "*talk0";
}

// Phoneme: silent
expression[11]
{
type = TALK10;
name = "reset";
reset = true;
}

// Special: #t0
expression[12]
{
type = TONGUE0;
name = "*tongue0";
}

// Special: #t1
expression[13]
{
type = TONGUE1;
name = "*tongue1";
}

// Special: #t2
expression[14]
{
type = TONGUE2;
name = "*tongue2";
}

// Special: #t3
expression[15]
{
type = TONGUE3;
name = "*tongue3";
}

// Special: #t4
expression[16]
{
type = TONGUE4;
name = "*tongue4";
}

// Special: #t5
expression[17]
{
type = TONGUE5;
name = "*tongue5";
}

// Special: #t6
expression[18]
{
type = TONGUE6;
name = "*tongue6";
}

// Special: #t7
expression[19]
{
type = TONGUE7;
name = "*tongue7";
}

// Special: #t8
expression[20]
{
type = TONGUE8;
name = "*tongue8";
}

// Special: #t9
expression[21]
{
type = TONGUE9;
name = "*tongue9";
}

expression[22]
{
type = WINK;
name = "*wink";
}

expression[23]
{
type = BLOW;
name = "*blow";
}

expression[24]
{
type = BLOW2;
name = "*blow2";
}

expression[25]
{
type = BLOW3;
name = "*blow3";
}

expression[26]
{
type = PAIN;
name = "*pain";
}

expression[27]
{
type = SURPRISED;
name = "*surprised";
}

expression[28]
{
type = SMILE;
name = "*smile";
}

expression[29]
{
type = POLITE;
name = "*smile";
scale = 0.5;
}

expression[30]
{
type = ANGRY;
name = "*angry";
}

expression[31]
{
type = A_BIT_ANGRY;
name = "*angry";
scale = 0.6;
}

expression[32]
{
type = UNHAPPY;
name = "*pain";
scale = 0.6;
}

expression[33]
{
type = A_BIT_UNHAPPY;
name = "*pain";
scale = 0.35;
}

////////////////////////////////////////////////////////
//
// Gestures
//
////////////////////////////////////////////////////////

gesture[0]
{
type = OPENLEGS;
name = "*openlegs";
}

gesture[1]
{
type = GREET;
name = "*greet";
}

gesture[2]
{
type = DRINK;
name = "*drink";
}

gesture[3]
{
type = READ;
layer = 11;
name = "*read";
}

gesture[4]
{
type = SCARED;
name = "*scared";

fade_out = 2.0;
}

gesture[5]
{
type = STROKE;
name = "*stroke";

fade_out = 3.0;
}

gesture[6]
{
type = LAYDOWN_LEG;
name = "*laydown_leg";

loop = true;

speed = 2.0;
}

gesture[7]
{
type = SQUAT_LEG;
name = "*squat_leg";

loop = true;

fade_in = 0.25;
fade_out = 1.5;
}

gesture[8]
{
type = BUTT_BACK0_LEG;
name = "*butt_back0_leg";

loop = true;

fade_in = 0.25;
fade_out = 1.5;
}

gesture[9]
{
type = BUTT_BACK1_LEG;
name = "*butt_back1_leg";

loop = true;

fade_in = 0.25;
fade_out = 1.5;
}

gesture[10]
{
type = KNEELQUAD0_LEG;
name = "*kneelquad0_leg";

loop = true;

fade_in = 0.25;
fade_out = 1.5;
}

gesture[11]
{
type = SITLAY_PELVIS;
name = "*sitlay_pelvis_0";

spring_q = 0.1;

loop = true;

fade_in = 0.25;
fade_out = 1.5;
}

gesture[12]
{
type = SITLAY_HAND;
name = "*sitlay_hand_0";

spring_q = 2.0;

loop = true;

layer = 4;
}

gesture[13]
{
type = PULL_PANTIES;
name = "*pull_panties_0";

spring_hx = 2.0;
}

gesture[14]
{
type = PULL_PANTIES2;
name = "*pull_panties2_0";

spring_hx = 2.0;
}

gesture[15]
{
type = COUGH;
name = "*cough_0";

damp = 0;

spring_q = 2.0;
}

gesture[16]
{
type = HAND_BACK;
name = "*hand_back_0";

spring_hx = 2.0;

rem_ready = false;
}

////////////////////////////////////////////////////////
//
// Poses types
//
////////////////////////////////////////////////////////

pose_type[0]
{
type = WALK0L;
id = 0;
name = "*walk0l_0";

fade_in = 0.0;
speed = 0.85;
damp = 1;
}

pose_type[1]
{
type = WALK0R;
id = 0;
name = "*walk0r_0";

fade_in = 0.0;
speed = 0.85;
damp = 1;
}

pose_type[2]
{
type = WALK1L;
id = 0;
name = "*walk1l_0";

fade_in = 0.0;
speed = 1.0;
damp = 1;
}

pose_type[3]
{
type = WALK1R;
id = 0;
name = "*walk1r_0";

fade_in = 0.0;
speed = 1.0;
damp = 1;
}

pose_type[4]
{
type = WALK2L;
id = 0;
name = "*walk2l_0";

fade_in = 0.0;
speed = 1.0;
damp = 0;
}

pose_type[5]
{
type = WALK2R;
id = 0;
name = "*walk2r_0";

fade_in = 0.0;
speed = 1.0;
damp = 0;
}

pose_type[6]
{
type = WALK_START0L;
id = 0;
name = "*walk_start0l_0";

speed = 0.85;
damp = 1;
}

pose_type[7]
{
type = WALK_START0R;
id = 0;
name = "*walk_start0r_0";

speed = 0.85;
damp = 1;
}

pose_type[8]
{
type = WALK_START1L;
id = 0;
name = "*walk_start1l_0";

speed = 1.0;
damp = 1;
}

pose_type[9]
{
type = WALK_START1R;
id = 0;
name = "*walk_start1r_0";

speed = 1.0;
damp = 1;
}

pose_type[10]
{
type = WALK_START2L;
id = 0;
name = "*walk_start2l_0";

speed = 0.75;
damp = 0;
}

pose_type[11]
{
type = WALK_START2R;
id = 0;
name = "*walk_start2r_0";

speed = 0.75;
damp = 0;
}

pose_type[12]
{
type = WALK_STOP0L;
id = 0;
name = "*walk_stop0l_0";

fade_in = 0.0;
speed = 0.85;
damp = 1;
}

pose_type[13]
{
type = WALK_STOP0R;
id = 0;
name = "*walk_stop0r_0";

fade_in = 0.0;
speed = 0.85;
damp = 1;
}

pose_type[14]
{
type = WALK_STOP1L;
id = 0;
name = "*walk_stop1l_0";

fade_in = 0.0;
speed = 1.0;
damp = 1;
}

pose_type[15]
{
type = WALK_STOP1R;
id = 0;
name = "*walk_stop1r_0";

fade_in = 0.0;
speed = 1.0;
damp = 1;
}

pose_type[16]
{
type = WALK_STOP2L;
id = 0;
name = "*walk_stop2l_0";

fade_in = 0.0;
speed = 0.75;
damp = 0;
}

pose_type[17]
{
type = WALK_STOP2R;
id = 0;
name = "*walk_stop2r_0";

fade_in = 0.0;
speed = 0.75;
damp = 0;
}

pose_type[18]
{
type = WALKB0L;
id = 0;
name = "*walkb0l_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[19]
{
type = WALKB0R;
id = 0;
name = "*walkb0r_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[20]
{
type = WALKB1L;
id = 0;
name = "*walkb1l_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[21]
{
type = WALKB1R;
id = 0;
name = "*walkb1r_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[22]
{
type = WALKB_START0L;
id = 0;
name = "*walkb_start0l_0";

speed = 0.75;
damp = 1;
}

pose_type[23]
{
type = WALKB_START0R;
id = 0;
name = "*walkb_start0r_0";

speed = 0.75;
damp = 1;
}

pose_type[24]
{
type = WALKB_START1L;
id = 0;
name = "*walkb_start1l_0";

speed = 0.75;
damp = 1;
}

pose_type[25]
{
type = WALKB_START1R;
id = 0;
name = "*walkb_start1r_0";

speed = 0.75;
damp = 1;
}

pose_type[26]
{
type = WALKB_STOP0L;
id = 0;
name = "*walkb_stop0l_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[27]
{
type = WALKB_STOP0R;
id = 0;
name = "*walkb_stop0r_0";

fade_in = 0.0;
speed = 0.75;
damp = 1;
}

pose_type[28]
{
type = WALKB_STOP1L;
id = 0;
name = "*walkb_stop1l_0";

speed = 1.0;
damp = 1;
}

pose_type[29]
{
type = WALKB_STOP1R;
id = 0;
name = "*walkb_stop1r_0";

speed = 1.0;
damp = 1;
}

pose_type[30]
{
type = FORWARD0L;
id = 0;
name = "*forward0l_0";
}

pose_type[31]
{
type = FORWARD0R;
id = 0;
name = "*forward0r_0";
}

pose_type[32]
{
type = FORWARD1L;
id = 0;
name = "*forward1l_0";
}

pose_type[33]
{
type = FORWARD1R;
id = 0;
name = "*forward1r_0";
}

pose_type[34]
{
type = FORWARD2L;
id = 0;
name = "*forward2l_0";
}

pose_type[35]
{
type = FORWARD2R;
id = 0;
name = "*forward2r_0";
}

pose_type[36]
{
type = FORWARD3L;
id = 0;
name = "*forward3l_0";
}

pose_type[37]
{
type = FORWARD3R;
id = 0;
name = "*forward3r_0";
}

pose_type[38]
{
type = FORWARD4L;
id = 0;
name = "*forward4l_0";
}

pose_type[39]
{
type = FORWARD4R;
id = 0;
name = "*forward4r_0";
}

pose_type[40]
{
type = BACKWARD0L;
id = 0;
name = "*backward0l_0";
}

pose_type[41]
{
type = BACKWARD0R;
id = 0;
name = "*backward0r_0";
}

pose_type[42]
{
type = BACKWARD1L;
id = 0;
name = "*backward1l_0";
}

pose_type[43]
{
type = BACKWARD1R;
id = 0;
name = "*backward1r_0";
}

pose_type[44]
{
type = BACKWARD2L;
id = 0;
name = "*backward2l_0";
}

pose_type[45]
{
type = BACKWARD2R;
id = 0;
name = "*backward2r_0";
}

pose_type[46]
{
type = BACKWARD3L;
id = 0;
name = "*backward3l_0";
}

pose_type[47]
{
type = BACKWARD3R;
id = 0;
name = "*backward3r_0";
}

pose_type[48]
{
type = BACKWARD4L;
id = 0;
name = "*backward4l_0";
}

pose_type[49]
{
type = BACKWARD4R;
id = 0;
name = "*backward4r_0";
}

pose_type[50]
{
type = SIDE0L;
id = 0;
name = "*side0l_0";
}

pose_type[51]
{
type = SIDE0R;
id = 0;
name = "*side0r_0";
}

pose_type[52]
{
type = SIDE1L;
id = 0;
name = "*side1l_0";
}

pose_type[53]
{
type = SIDE1R;
id = 0;
name = "*side1r_0";
}

pose_type[54]
{
type = SIDE2L;
id = 0;
name = "*side2l_0";
}

pose_type[55]
{
type = SIDE2R;
id = 0;
name = "*side2r_0";
}

pose_type[56]
{
type = SIDE3L;
id = 0;
name = "*side3l_0";
}

pose_type[57]
{
type = SIDE3R;
id = 0;
name = "*side3r_0";
}

pose_type[58]
{
type = SIDE4L;
id = 0;
name = "*side4l_0";
}

pose_type[59]
{
type = SIDE4R;
id = 0;
name = "*side4r_0";
}

pose_type[60]
{
type = TURN0L;
id = 0;
name = "*turn0l_0";
}

pose_type[61]
{
type = TURN0R;
id = 0;
name = "*turn0r_0";
}

pose_type[62]
{
type = TURN1L;
id = 0;
name = "*turn1l_0";
}

pose_type[63]
{
type = TURN1R;
id = 0;
name = "*turn1r_0";
}

pose_type[64]
{
type = TURN2L;
id = 0;
name = "*turn2l_0";
}

pose_type[65]
{
type = TURN2R;
id = 0;
name = "*turn2r_0";
}

pose_type[66]
{
type = TURN3L;
id = 0;
name = "*turn3l_0";
}

pose_type[67]
{
type = TURN3R;
id = 0;
name = "*turn3r_0";
}

pose_type[68]
{
type = TURN4L;
id = 0;
name = "*turn4l_0";
}

pose_type[69]
{
type = TURN4R;
id = 0;
name = "*turn4r_0";
}

pose_type[70]
{
type = TURN5L;
id = 0;
name = "*turn5l_0";
}

pose_type[71]
{
type = TURN5R;
id = 0;
name = "*turn5r_0";
}

pose_type[72]
{
type = TURN6L;
id = 0;
name = "*turn6l_0";
}

pose_type[73]
{
type = TURN6R;
id = 0;
name = "*turn6r_0";
}

pose_type[74]
{
type = STAND;
id = 0;
name = "*stand_0";

fade_in = 1.0;

loop = true;
}

pose_type[75]
{
type = SIT;
id = 0;
name = "*sit_0";

spring_x = 1.0;
spring_r = 1.0;
}

pose_type[76]
{
type = SITR;
id = 0;
name = "*sitr_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
damp = 2;
}

pose_type[77]
{
type = SITBACK;
id = 0;
name = "*sitback_0";

spring_x = 1.0;
spring_r = 1.0;
}

pose_type[78]
{
type = SIT;
id = 1;
name = "*sit_1";

spring_x = 1.0;
spring_r = 1.0;
}

pose_type[79]
{
type = SITR;
id = 1;
name = "*sitr_1";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
damp = 2;
}

pose_type[80]
{
type = SITBACK;
id = 1;
name = "*sitback_1";

spring_x = 1.0;
spring_r = 1.0;
}

pose_type[81]
{
type = SCARED;
id = 0;
name = "*scared_0";

spring_q = 2.0;
fade_in = 1.0;
fade_out = 1.0;

damp = 255;
}

pose_type[82]
{
type = KNEEL;
id = 0;
name = "*kneel_0";

spring_x = 1.0;
spring_r = 1.0;
}

pose_type[83]
{
type = KNEELR;
id = 0;
name = "*kneelr_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
fade_in = 1.0;
damp = 2;
}

pose_type[84]
{
type = SIT_SPREAD;
id = 0;
name = "*sit_spread_0";

spring_x = 1.0;
spring_r = 1.0;
spring_hx = 1.0;
spring_hr = 1.0;
fade_in = 1.0;
}

pose_type[85]
{
type = SIT_SPREADR;
id = 0;
name = "*sit_spreadr_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
spring_hx = 1.0;
spring_hr = 1.0;
fade_in = 1.0;
damp = 2;
}

pose_type[86]
{
type = BACK_SPREAD;
id = 0;
name = "*back_spread_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
spring_hx = 1.0;
spring_hr = 1.0;
fade_in = 1.0;
}

pose_type[87]
{
type = BACK_SPREADR;
id = 0;
name = "*back_spreadr_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
spring_hx = 1.0;
spring_hr = 1.0;
fade_in = 1.0;
damp = 2;
}

pose_type[88]
{
type = BUTT_BACK0;
id = 0;
name = "*butt_back0_0";

spring_x = 1.0;
spring_r = 1.0;
fade_in = 1.0;
}

pose_type[89]
{
type = BUTT_BACK1;
id = 0;
name = "*butt_back1_0";

spring_x = 1.0;
spring_r = 1.0;
fade_in = 1.0;
}

pose_type[90]
{
type = BUTT_BACK2;
id = 0;
name = "*butt_back2_0";

spring_x = 1.0;
spring_r = 1.0;
fade_in = 1.0;
}

pose_type[91]
{
type = BUTT_BACKR2;
id = 0;
name = "*butt_backr2_0";

spring_x = 1.0;
spring_r = 1.0;
fade_in = 1.0;
}

pose_type[92]
{
type = SQUATL;
id = 0;
name = "*squatl_0";
}

pose_type[93]
{
type = SQUATRL;
id = 0;
name = "*squatrl_0";
}

pose_type[94]
{
type = SQUATR;
id = 0;
name = "*squatr_0";
}

pose_type[95]
{
type = SQUATRR;
id = 0;
name = "*squatrr_0";
}

pose_type[96]
{
type = SQUAT;
id = 0;
name = "*squat_0";

spring_x = 1.0;
spring_r = 1.0;
spring_fx = 1.0;
spring_fr = 1.0;
}

pose_type[97]
{
type = FALL;
id = 0;
name = "*fall_0";

spring_x = 0.0;
spring_r = 0.0;
spring_fx = 0.0;
spring_fr = 0.0;
spring_q = 0.05;
damp = 2;
}

pose_type[98]
{
type = SITLAY;
id = 0;
name = "*sitlay_0";

spring_x = 0.4;
spring_r = 0.3;
spring_q = 0.1;
spring_xd = 0.2;

need_type = SIT;
need_id = 1;

fade_in = 4.0;
}

pose_type[99]
{
type = KNEELQUAD;
id = 0;
name = "*kneelquad_0";

spring_x = 1.0;
spring_r = 1.0;

need_type = KNEEL;
need_id = 0;

fade_in = 1.5;
}

pose_type[100]
{
type = DANCE;
id = 0;
name = "*dance_0";

need_type = STAND;
need_id = 0;

spring_q = 0.4;

fade_in = 1.5;

damp = 3;

pivot = true;

loop = true;
}

pose_type[101]
{
type = KNEEL;
id = 1;
name = "*stockspose_0";

spring_x = 0.6;
spring_r = 0.6;
spring_q = 0.6;

spring_hx = 0.6;
spring_fx = 0.1;

fade_in = 1.5;

damp = 3;
}

pose_type[102]
{
type = KNEELR;
id = 1;
name = "*stocksposer_0";

spring_x = 1.0;
spring_r = 1.0;
spring_q = 1.0;

spring_hx = 0.4;
spring_fx = 0.4;

fade_in = 1.5;

damp = 2;
}

pose_type[103]
{
type = JIGGLE;
id = 0;
name = "*jiggle_0";

need_type = STAND;
need_id = 0;

fade_in = 1.5;

damp = 3;

loop = true;
}
}


Mon Feb 09, 2015 4:50 pm
Profile
Rank 13
Rank 13

Joined: Fri Jan 30, 2015 3:30 am
Posts: 106
Bump. Would luke to get this working. Sorry for wot above.


Mon Feb 16, 2015 10:56 pm
Profile
Site Admin
Site Admin

Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@aacewin

Are you using a savepoint? In it these parameters are overridden with new saved values.
To make sure you are not using a savepoint, delete/move/rename your savepoints for the dungeon (or other scene).


Tue Feb 17, 2015 11:13 am
Profile
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