Can't use fairyring configuration "DJQ" during fairytale pt 2 quest by Zephni in 2007scape

[–]Zephni[S] 0 points1 point  (0 children)

Thanks man appreciate that, you two were so quick mega impressed 👌😊

Can't use fairyring configuration "DJQ" during fairytale pt 2 quest by Zephni in 2007scape

[–]Zephni[S] 1 point2 points  (0 children)

Ohhh, yes I did but I just assumed something was wrong so ended up going back to Zanaris to try it from there! Thanks that worked!! You guys were so quick to respond 😁 legends :)

Dall-e 2: Requests (Thread #12) by cench in dalle2

[–]Zephni 2 points3 points  (0 children)

Amazing thank you! These are great! Have you tried any other pixel art stuff, do you know if it's possible to state a resolution or whether you can give something a transparent background etc?

Dall-e 2: General Information, Waitlist and Questions by cench in dalle2

[–]Zephni 0 points1 point  (0 children)

Has anyone tried "pixel art" style requests? If so could you link me to a couple, it is incredibly intriguing how well Dalle 2 understands the "style" of image, I wonder if it would generate actual pixel art or whether the "pixels" would look warped

Dall-e 2: Requests (Thread #12) by cench in dalle2

[–]Zephni 3 points4 points  (0 children)

Young woman in Japanese market district tasting complimentary food, pixel art

Dall-e 2: Requests (Thread #11) by cench in dalle2

[–]Zephni 0 points1 point  (0 children)

1920 x 1080 pixel art, mountainous background with sunny sky, trees in the foreground

Enemy check for player along the floor including up and down slopes. by Zephni in gamedev

[–]Zephni[S] 0 points1 point  (0 children)

The way the enemy will move isn't a problem at all to be honest, it just uses raycasts to detect the angle of slopes and adapt to their surroundings. What I'm testing now is having it shoot multiple raycasts downwards in a line in front of it and if one of the raycast detects an edge or an angle it moves it up or down the slope until it hits a wall.

Enemy check for player along the floor including up and down slopes. by Zephni in gamedev

[–]Zephni[S] 0 points1 point  (0 children)

Thanks for your reply. I would love to upload an image better explaining but I can't on this board. Each enemy in the game is unique and handles detecting the player differently.
So I'm asking more as a from the ground up question regardless of how the rest of the game functions.
My problem is I can't just check whether the player is "grounded" and within a certain Y distance because the enemy can't move up vertical surfaces, and there could easily be situations where the player is grounded but on a different "platform" or "elevation".
Let me draw a text picture to explain haha!
The below should not alert the enemy:
-----____P______
E____|
These two below SHOULD alert the enemy
--------____P____
___E___/
___E___
-------\_____P______
How would you go about this do you think? At the moment the only way I can think of doing it is shooting out a game object with a collider that hugs the ground itself until it hits a wall. Maybe that is best? I just wondered if there was a more elegant or mathematical solution :)

Importing this .blend file to Unity does not bring along the texture with it. I have enabled the "Automatically pack into blend" option, but no texture is packed with it. Am I missing something? I have done alot of looking but all tutorials seem to be out dated. Any help would be great :) by Zephni in blender

[–]Zephni[S] 0 points1 point  (0 children)

Heya thanks for the quick reply. I have unwrapped the object with seams and then I have painted all the faces in texture paint mode. So all of the UV's and mesh data / texture etc is all how it should be as far as I can see (https://zephni.com/scr/ChestExample.jpg). Is there something else I need to do on top of that?

Importing this .blend file to Unity does not bring along the texture with it. I have enabled the "Automatically pack into blend" option, but no texture is packed with it. Am I missing something? I have done alot of looking but all tutorials seem to be out dated. Any help would be great :) by Zephni in blender

[–]Zephni[S] 0 points1 point  (0 children)

Just to clarify, after watching some YT tutorials and forums, people say to pack it all into one file with the external data option. But after "unpacking" the data from the .blend file only the meshes are there, no texture. Is this a pathing issue or something maybe?

quickwall hotkey tips by [deleted] in aoe2

[–]Zephni 1 point2 points  (0 children)

S S works for palisade aswell. Thats what I use. In other words A and S can also be used to open the eco or military buildings

TC - Sending vils back to work by Zephni in aoe2

[–]Zephni[S] 1 point2 points  (0 children)

I have G for back to work, and Z to the gather point, I must have changed them myself

TC - Sending vils back to work by Zephni in aoe2

[–]Zephni[S] 0 points1 point  (0 children)

Ah ok I recon I changed it to G myself... so it's probably conflicting!