P.Rex Posted July 14, 2014 Author Posted July 14, 2014 I've tested it. The scientist can place any food apparently, but he refuses to pick up the poo (Large Poo).
Fern Posted July 15, 2014 Posted July 15, 2014 There are 5 combinations of poo settings for land animals, which affect the type and size of poo:cSmallZoodoo = 1cDinoZoodoo = 1cDinoZoodoo = 1cSmallZoodoo = 1cDinoZoodoo = 1cGiantZoodoo = 1none of the above
P.Rex Posted July 15, 2014 Author Posted July 15, 2014 Thanks for the tip, I changed the poo type to Dinosaur Poo so the scientists can pick it up.
Fern Posted July 15, 2014 Posted July 15, 2014 Okay well send it over and hopefully that should be the last fix.
Fern Posted July 21, 2014 Posted July 21, 2014 It seems he missed something From Jay:I did not test the latest Moschops in-game, but I looked to see what has changed, and everything looks acceptable... at least for what I talked about previously. But I did something that I should have done previously: I looked at the configuration I did for an animal with an egg as young. I compared the [y/Characteristics/Integers] section in the current Moschops with the configuration I did. The configuration I did also had the following lines in the [y/Characteristics/Integers] section: "cCrowd = 2000", "cDeathChance = 0", "cDirtyIncrement = 0", and "cEscapedChange = 0". I believe "cDirtyIncrement = 0" will prevent the young (egg) from pooing. The "cEscapedChange = 0" would prevent the young (egg) from getting less happy if another animal escapes from the exhibit. ZT might not have young die, but I felt having "cDeathChance = 0" would prevent it if ZT does. The "cCrowd = 2000" might not be necessary with "cCrowdHappinessChange = 0", but I feltit was safer to do that. I believe that says how many guests have to be near the animal before it starts feeling crowded. Since by default ZT never has more than 1000 guests in a zoo, setting cCrowd to 2000 seemed like it was very unlikely to be reached, especially near 1 animal.
P.Rex Posted July 21, 2014 Author Posted July 21, 2014 Thanks, I've implemented these changes and sent you the latest version. I've also started working on the sprites for the Dimetrodon, once the Moschops is complete I'll use that as a basis so creating the Dimetrodon should be a slightly less lengthy process.
johnztmaster Posted August 5, 2014 Posted August 5, 2014 Looks great - can't wait to see the Moschops up for donwload!
P.Rex Posted October 22, 2014 Author Posted October 22, 2014 No Dimetrodon yet I'm afraid, but I'm still not coming empty-handed. When I made the sprites for the Moschops, my method was to first take a snapshot of each frame in C3Dit (a specialized viewer for Carnivores models), then resize and draw the shadows manually for each frame. It was a very dirty, very demanding and very inefficient method. For the past month-or-so I've been searching for a better way, and now I think I found it, as I've finally learned how to convert my Carnivores models into Blender, then animate and render everything there. I've tested this method with my custom-made, Carnivores style Yutyrannus mesh, which I also plan to make a fully-functional animal eventually.
Fern Posted October 22, 2014 Posted October 22, 2014 Since you like dinosaur things you might want to check out the files I just released over at the Guild a couple of days ago..
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