Community FAQ: Difference between revisions

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frame 5 0.25 0 0 0 READY</blockquote>If READY is not inserted, the animation will play but only one bullet will be fired.
frame 5 0.25 0 0 0 READY</blockquote>If READY is not inserted, the animation will play but only one bullet will be fired.


==== '''When exporting from 3D modeling software, how should I scale my mesh?''' ====
==== '''What scale should my model be for EFPSE?''' ====
[https://efpse-utils.nekoweb.org/Base.obj This 3D mesh] that came with the original EFPSE that is the scale of one tile cubed inside the engine. You can import this into your 3D modeling software and use this as a reference.
 
===== Blender =====
One tile in EFPSE is 64 x 64 meters in blender.
 
===== Default Cube Mesh =====
[https://efpse-utils.nekoweb.org/Base.obj This 3D mesh] came with the original EFPSE. The scale is one tile cubed inside the engine. You can import this into your 3D modeling software and use this as a reference.


====  '''What is the maximum height distance that the player will automatically go up?''' ====
====  '''What is the maximum height distance that the player will automatically go up?''' ====
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If so, you can fix the spaces in <code>Textures.dat</code>, or use the [https://github.com/CG8516/EFPSE-Project-Fixer/releases EFPSE-Project-Fixer]
If so, you can fix the spaces in <code>Textures.dat</code>, or use the [https://github.com/CG8516/EFPSE-Project-Fixer/releases EFPSE-Project-Fixer]
==== '''Textures with transparent areas do not function properly.''' ====
The reverse side of the wall block has no texture, making it look unnatural when using textures with transparent areas, such as windows or steel frames.
Use a custom modifier if you want the texture on the reverse side to be displayed correctly as well.
Use four boards of thickness 1 to make a box-shaped modifier and use it for wall blocks with transparent areas.

Latest revision as of 11:45, 27 July 2024

Does Transparency work in EFPSE?

Yes, well, kind of.

Transparency doesn't work properly period Because it doesn't require any z-ordering

Transparency is a tricky thing and requires either good z-ordering or some shader magic

There is z-ordering to some degree but to use it properly you need to keep in head when exactly your half-transparent textures will be drawn.

In other words - I got tired of tinkering with this and just used simple old trick of not having half transparency at all

The work around? Well Transparency only works 50 50% or 0.5 so creating a transparent effect is to use a method called dithered transparency. (more will be written in this in time.)

Is there a way to randomize values?

Yes. To randomize a value you use variable=RANDOM(0,100). For example

HealPlayer=RANDOM(8,35)

player heal $HealPlayer

entity delete me

map return

This will use a local variable that will heal the player when collected for a random value between 8 and 35 health points.

Is there a way to make the enemy shoot multiple times?

Yes. use FSM and Insert ATTACK and READY alternately. For example

state ATTACK CHASE 0

frame 5 0.25 0 0 0 NONE

frame 5 0.25 0 0 0 NONE

frame 6 0.0625 0 0 0 READY

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 READY

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 READY

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 READY

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 READY

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 READY

If READY is not inserted, the animation will play but only one bullet will be fired.

What scale should my model be for EFPSE?

Blender

One tile in EFPSE is 64 x 64 meters in blender.

Default Cube Mesh

This 3D mesh came with the original EFPSE. The scale is one tile cubed inside the engine. You can import this into your 3D modeling software and use this as a reference.

What is the maximum height distance that the player will automatically go up?

<= 16 units

Consider a staircase:

For the player to be able to move up the staircase without jumping, each step would need to be 16 units higher than the last one.

My project won't start. How do I fix it?

Spaces in texture file name

If you import a texture or asset with a space in the file name it may result in an error like this:

Source: System.Drawing
Reason: Parameter is not valid.
Stack trace:    at System.Drawing.Bitmap..ctor(String filename)
   at EasyFPSEditor15.ResourceTexture.Load(String path)
   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
   at EasyFPSEditor15.Editor.OpenProject(String name)
   at EasyFPSEditor15.ProjectsList.listBox1_DoubleClick(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnDoubleClick(EventArgs e)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

If so, you can fix the spaces in Textures.dat, or use the EFPSE-Project-Fixer


Textures with transparent areas do not function properly.

The reverse side of the wall block has no texture, making it look unnatural when using textures with transparent areas, such as windows or steel frames. Use a custom modifier if you want the texture on the reverse side to be displayed correctly as well. Use four boards of thickness 1 to make a box-shaped modifier and use it for wall blocks with transparent areas.