Creative Stream - Light Saber

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yes… but how did he get the effect? you still about - he removed his acocunt (cant @ him) so any ideas for something similar to learn? i could reverse i guess? but i don’t know what to look for (yet)

Besides as i keep reading the coded effects of the game keep changing! (darn you @Relyss and etc QQ)

Edit Changed to come under modding catagory

looks like he just moddled the handled and made the entire sabre an ongoing SFX thing.
kinda like how hearthlings light the hearth and fire comes off? he just made the fire go in a stright line.

so its more difficult then what i proposed, (basicly a stick+ slightly modified code from the lamps your hearthlings can make already)

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that kind of effect should be no issue - especially if you or @Kittyodoom could let me borrow an effect code, or tell me what to look for? (and how the animation works?)

Also, i guess this looks still too fat (don’t know if its drawing in voxels is the thing throwing me off or what :confused: )

Dropbox - Screenshot 2018-05-05 11.37.40.png

at the moment its 3 > 4 vox chunky

did you check out that .qb file i sent you on the discord? that one is the right size for an ingame sword. you can use it as a comparisson aid. or just use it, it was a gift after all

EDIT:
this one lightsaber_enquiped.qb (16.1 KB)

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i thought it was an example ok tyvm for that :slight_smile: i will take a look

i’d advise carving the corners off the handle (so its more of a + shape) then square, made it during breakfast lol

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alright for you - you know what to do :stuck_out_tongue: - gotta start somewhere though right :wink:

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Yep! And I know how it is when there’s no one to help (shit) so that’s why I Don’t mind helping others myself :slight_smile:
Might lead to something cool in the future, and who knows: maybe you will find out something I haven’t yet :slight_smile:

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welll once i got the saber (img + code) down - then i will know how to make furniture - then if i can break apart some animations and see how stats work… i can add a jedi knight class with force powers ^^ but let’s learn to crawl first?

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Very wise :), do post how it’s going occasionally, people might be able to point you in the right direction of things

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@Relyssand etc… could you please direct me to a good thread on the forum so i can find some tips and more resources for modding? i don’t want to keep spamming new posts :stuck_out_tongue: (and i know we have a lot of threads on the subject so don’t know where to look)

thanks

Eveything modding is in the #modding category, though some things might be in the #modeling-animation or #scripting-code categories.

If all you want to do is to add a VFX to a wearable weapon, you don’t have to mess with animations (unless your weapon will have its own custom attack / animation, in which case, there’s an add-on for Blender made by a community member: Stonehearth Add-On for Blender (Animation)).

It’s also possible to attach a default effect to an entity in its json via the “effect_list” component.

(The Stonehearth's Modding Guide is going slow, but will eventually contain all that).

ok so what i am trying to do @Relyssis … so i have my saber and the code for it implemented already (as an example) it works as a weapon in-game…

How do i give a purlpe swish/ beam effect to it? and if creating a Jedi Knight class… how would i add new animation for a force throw as an example?

For the beam effect, you would have to add this inside the “components” from the weapon’s json file:

"effect_list" : {
         "default" : "stonehearth:effects:brazier_effect"
      }

Here I used an existing effect, but replace it with your effect’s alias preceded by your mod’s namespace, or use the full path to the effect file. The existing effects are in stonehearth\data\effects, and they can point to cubemitters which are inside stonehearth\data\horde\particles.

For the animation, you must have already seen the melee attacks in the weapon’s entity data:

"stonehearth:combat:melee_attacks": [
         {
            "name": "combat_1h_backhand",
            "effect": "combat_1h_backhand",
            "active_frame": 17,
            "cooldown": 0,
            "priority": 0
         },
         {
            "name": "combat_1h_forehand",
            "effect": "combat_1h_forehand",
            "active_frame": 16,
            "cooldown": 0,
            "priority": 0
         }
      ],

Just add your animation effect in that array. The “name” / “effect” are the filenames for existing animations of the stonehearth\data\rigs\entities\humans\effects.

In this page: Mixintos and overrides
There’s a section titled “Injecting content using overrides”. In order for the hearthlings to detect the animations from your mod, you need to add them in the “overrides” of your manifest, as explained there.

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ok… and where do i learn about scailing? i already understand the rule of a voxel is a voxel but… there are voxels in minecraft and Boundless which are a lot bigger than those of Stonhearth… where would i go for that?

Here: Changing the scale

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would it be ok to PM oyu for you to rpely in your own time - i have a lot more questyions (which i gues would mostly be found in the above resources)

or oyu could just give me a quick answer yes/no is it possible to … add a currently unknown effect to the game? or would i need the source file for that (which obviously no one but devs would ever have access to)

I guess what i am trying to ask is… if i could add a new animation which would say… throw boulder xx distance and cause xx dmg but with the animated effect… or obviously it would be easier (as i mention above) to just combine already existing animations into one effect?

That sounds more like a ranged effect as opposed to a melee effect, you would have to look into the projectiles that the archer uses.

You can indeed create an effect that’s an animation plus a cubemitter effect, that would be the easiest, yes. But then if it’s a melee attack, it would be played very close to the enemy.