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Hey xpadmin how about those ini refs? https://www.xmoonproductions.org/viewtopic.php?f=27&t=4380 |
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Author: | glugluclub [ Wed Jan 20, 2016 8:10 am ] |
Post subject: | Hey xpadmin how about those ini refs? |
We can't do very much without them. You know that I bet. Please update the wiki with how stuff like body.ini actually works so we aren't hammering in the darkness. It's quite frustrating. http://wiki.xmoonproductions.org/index. ... idbody_ini http://wiki.xmoonproductions.org/index. ... e=Soft_ini This would be quite nice to have done as well! http://wiki.xmoonproductions.org/index. ... e_overview |
Author: | xpadmin [ Wed Jan 20, 2016 2:14 pm ] |
Post subject: | Re: Hey xpadmin how about those ini refs? |
There are a lot of examples in the resource pack. Also some good tutorials can be found here: http://wiki.xmoonproductions.org/index. ... _Tutorials |
Author: | Eskarn [ Wed Jan 20, 2016 3:08 pm ] |
Post subject: | Re: Hey xpadmin how about those ini refs? |
If you have any questions about certain files or what something does ill try to help out |
Author: | glugluclub [ Thu Jan 21, 2016 2:12 am ] |
Post subject: | Re: Hey xpadmin how about those ini refs? |
How was the body.ini file derived? Is it a custom config derived by hand to link in to the back end of a custom engine? If I sound like I am bullshitting right now I am, but I'm trying to learn. ![]() For starters, what does every line here from body.ini mean exactly? What is happening with regards to filemaker interacting with body.ma and body.ini? It seems like it is overriding the ma and doing custom things that are obfuscated, like the breast dynamics, which I assume are being whipped up on the fly in game because there is nothing in the ma file that I can find to suggest otherwise, but I am still just learning to navigate that one billion dollar Maya UI (seriously they paid that much to design it and it makes me want to die). I have commented some of this with my assumptions. Please clarify and correct. If there are additional parameters for joints please reveal ALL of them. joint "butt_left" //this is creating a joint? not sure what level of abstraction is going on here since the ma file has already done this. { link { translate = true; //this means it can move? kd = 20.0; //kinetic damper? what does this effect? Fc = 0.0; //force collision? what does this effect? Cc = 0.0; //some other collision? what does this effect? trans_Ks = (1600.0, 1600.0, 0); //kinetic spring translation? how does this work? trans_Ls = (0.926, -0.65, 0); //actual shape translation? The Z coordinate appears locked in game. I can't get the ass to stop being flat as a board no matter what I do. } physics { coll = JOINTSPANK_OBJ; //collider object? density = 200.0; //what does this effect? mat_type = SKIN; elem[0] { mesh = "buttLeftShape"; shape_type = BOX; } } //interact {} //is this commented out?? What does it do either way? render {} } |
Author: | Eskarn [ Thu Jan 21, 2016 7:50 am ] |
Post subject: | Re: Hey xpadmin how about those ini refs? |
I'll do what i know but i have not played around with these to much Most of this is on the wiki just search the keyword you are looking for some things wont be http://wiki.xmoonproductions.org/index. ... arch&go=Go glugluclub wrote: joint "butt_left" //This is the joint in the body.ma { link { translate = true; //this means it can move? id say yes kd = 20.0; //translate Damping Fc = 0.0; //Friction Cc = 0.0; // Collision coefficient of cloth?? trans_Ks = (1600.0, 1600.0, 0); //Spring trans_Ls = (0.926, -0.65, 0); //Spring angle } physics { coll = JOINTSPANK_OBJ; //guessing something to do with the spank objects density = 200.0; //Weight of an object kg per cubic meter mat_type = SKIN; elem[0] { mesh = "buttLeftShape";//is a little box shape in her left butt id say its a deformer shape_type = BOX;//its shape is a box } } //interact {} //allows interaction so the ability to touch it render {}//render it ingame } |
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