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PostPosted: Sun Dec 01, 2019 7:02 pm 
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Stegosaurus
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Joined: Wed May 03, 2017 6:37 pm
Posts: 60
Location: Czech Republic
Hello people, I need advice please? I tried to activate raptor jumping last month, but it failed. I use Trespasser CE, does it have any specific command? [/b]"ActJump"[/b] is Not implemented? I missed something? or something else is missing?

Code:
ValueTable for instance 197 "RaptorA" :

group RaptorA = {
    int Archetype = 0
    int Team = 10
    bool ActMoveBy = true
    bool ActGlare = true
    bool ActBite = true
    bool ActEat = true
    bool ActDrink = true
    bool ActLookAround = true
    bool ActNothing = true
    float Width = 0.750000
    float HeadReach = 1.950000
    float TailReach = 3.000000
    float JumpDistance = 2.000000
    float JumpUp = 1.000000
    float JumpDown = 3.000000
    float WalkUnder = 1.000000
    float WalkOver = -0.450000
    float JumpOver = 0.750000
    float CrouchUnder = 1.000000
    float MoveableMass = 0.530000
    float HitPoints = 50.000000
    float ReallyDie = -30.000000
    float Regeneration = 1.000000
    float CriticalHit = 35.000000
    string Class = "CAnimal"
    bool Tangible = true
    bool Movable = true
    int NumJoints = 21
    int NumDoubleJoints = 6
    int PVA = -2
    bool Curved = true
    string Type = "Raptor"
    string Head = "$RaptorAHead-00"
    string Body = "$RaptorABody-00"
    string Tail = "$RaptorATail-00"
    float Diffuse = 0.900000
    float Specular = 1.250000
    float SpecularAngle = 16.000000
    string SoundMaterial = "RAPTOR-FOOT"
    float BiteTargetDistance = 2.000000
    bool ActOuch = true
    bool ActHowl = true
    bool ActSnarl = true
    bool ActCroon = true
    bool ActDie = true
    bool ActJump = true
    string DetailShadow = "$RaptorASh"
}


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PostPosted: Sun Dec 01, 2019 7:46 pm 
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-=TresCom Website Manager=-
-=TresCom Website Manager=-
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Joined: Fri Jun 24, 2005 9:40 pm
Posts: 4020
Location: Sweden
Did you enable the extra dinosaur behaviours in the .ini file?
Under games, make sure "EnableAiActivityEx=-1" is there. It should enable those cut behaviours. :)

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PostPosted: Mon Dec 02, 2019 5:51 am 
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Stegosaurus
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Joined: Wed May 03, 2017 6:37 pm
Posts: 60
Location: Czech Republic
tatu wrote:
Did you enable the extra dinosaur behaviours in the .ini file?
Under games, make sure "EnableAiActivityEx=-1" is there. It should enable those cut behaviours. :)


Yes! I missed it. :lol: thanks for helping tatu :wink:
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PostPosted: Thu Apr 09, 2020 6:35 pm 
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Stegosaurus
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Joined: Wed May 03, 2017 6:37 pm
Posts: 60
Location: Czech Republic
:idea: Is it possible to achieve stronger "bumpmap" Like in the picture without ATX?

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PostPosted: Thu Apr 09, 2020 7:15 pm 
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-=TresCom Website Manager=-
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Joined: Fri Jun 24, 2005 9:40 pm
Posts: 4020
Location: Sweden
Bumpmapping only work properly in software in ATX and vanilla. In CE you should be able to enable it for Hardware rendering, but I haven't tested if it gives the exact same resault:

These settings should be under "[DisplayDX9]"

Code:
; Enable bumpapping in HW rendering (using pixel shaders)
PixelShaderBump=True

; Enable texture filtering on bump textures (option only used if PixelShaderBump and TexFilterD3D are enabled).
; Disabling filtering will make the bumpmapping a bit more visible/sharper, although pixelated.
TexFilterBump=True

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Thu Apr 09, 2020 11:59 pm 
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T-Rex Killer
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Joined: Mon Dec 06, 2004 5:21 pm
Posts: 12162
Location: Portland, OR
What do you mean by "stronger"?

And, as a note, Tres CE's new bump/normal-mapping is able to use external, high-resolution maps made by fans. That's actually a good question.. has anyone made new dinosaur normalmaps in HD for Tres?

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