Adding arrow bones to battleships. How to?
#1 Guest_Guest_Azrapse_*_*
Posted 29 April 2007 - 05:33 PM
I'm experimenting with ships for the DC Patch mod. I've made battleships garrisonable, removed the invisible archer sailors and made the garrisoned horde members appear at the ship's Arrow bones. However there are only 6 of those bones, and some hordes have up to 20 members.
So I was looking for a way to increase the number of Arrow bones.
I tried loading the model skeleton in RenX and cloning the existing arrow bones, then moving them here and there over the ship's deck to accomodate 20 men simmetrically along the ship, naming those new bones "arrowXX" (with XX being incremental numbers), plus an additional bone named ArrowBanner for placing the banner carrier in the rear of the ship's deck.
Unfortunately I have no experience in modelling or in unsing renx. I exported the file but it won't work ingame. The ships were invisible or strange polygons appeared instead of the ship.
Could you pleople please help me with a hint or two?
#2
Posted 29 April 2007 - 05:38 PM
#3
Posted 29 April 2007 - 06:03 PM
Forgot to log in. It was me.
ahhh well i have been doing the same thing for my mod, well for some ships at least, but i have found for some strange reason, despite making the right amount of bones and exporting it correctly, all the units go to the right bones up to 12 and then anything after taht all try to stand on bone 12, so i have one on each bone up to 11 then 12 has liek another 15 people standing on it which i really dont get...
but anyway making the bones is pretty simple, just clone them and rename them, i think your problem is exporting/assets, there are plenty of tutorials around for that - if you happen to notice my problem above, a way aroubnd it - OR IF ANYONE ELSE KNOWS WHY - please let me know
also - if you say the polygons are appearing it means your skin isnt working. probably,
if its inivisible completely its probably asset related, but might be that you've just exported it incorrectly, but theres plenty of tutorials on this around (e.g. on the3rdage.net)
A light from the shadow shall spring.
#4
Posted 29 April 2007 - 08:27 PM
ahhh well i have been doing the same thing for my mod, well for some ships at least, but i have found for some strange reason, despite making the right amount of bones and exporting it correctly, all the units go to the right bones up to 12 and then anything after taht all try to stand on bone 12, so i have one on each bone up to 11 then 12 has liek another 15 people standing on it which i really dont get...
but anyway making the bones is pretty simple, just clone them and rename them, i think your problem is exporting/assets, there are plenty of tutorials around for that - if you happen to notice my problem above, a way aroubnd it - OR IF ANYONE ELSE KNOWS WHY - please let me know
also - if you say the polygons are appearing it means your skin isnt working. probably,
if its inivisible completely its probably asset related, but might be that you've just exported it incorrectly, but theres plenty of tutorials on this around (e.g. on the3rdage.net)
Maybe you could name bones 13 and up with a different name, for example arrov1, arrov2, arrov3, ... and then, in the unit HordeContain code block, add the second line
PassengerBonePrefix = PassengerBone:Arrow KindOf:INFANTRY PassengerBonePrefix = PassengerBone:Arrov KindOf:INFANTRYMaybe not.
In respect of tutorials, I tried following the begginers modelling tutorial. But when it comes to the part of exporting and applying skins, all pictures are black and I can't follow its steps. Could you please direct me to a good tutorial for me.
EDIT:
Do I need to recreate the asset.dat file if I'm not adding any new texture or model file, just editing?
Edited by Azrapse, 29 April 2007 - 09:13 PM.
#5
Posted 29 April 2007 - 10:49 PM
emm YES even if your replacing an old texture make a new asset.dat
as for tutorials, unfortunately nickthemenace's original i cannot find
hmm try this one http://www.freewebs....ds/tutorial.htm
thats something...
well for exporting i can briefly say
you needto edit the "w3d/export settings" which is unde rthe hammer tab ont hat green toolbar to the right,
then the main things you'll be checking is either Transfor, Geometry or BB/AABox
For the actual mesh of a model have only geometry checked
most of the time its bones do not need to have anything checked,
the bounding box needs both checked + either BB or AA Box, AA makes the box smaller and BB box...im confused it doesnt make mucchh difference choose one
however for things like bones for things to go (B_ARROW) on i always make those specific bones with the transform ticked
WWSkins need nothing ticked
-------------
and then go file > export
-------
actual models have choose "hierarchial model" or whatever it says, - if the model has a skeleton tick the box thingy and choose your skeleton.w3d file for it
and voilla!
----
that was very quick but hope it gives you the jist of it
Edited by jimiojoe, 29 April 2007 - 10:50 PM.
A light from the shadow shall spring.
#6
Posted 29 April 2007 - 11:12 PM
Thank you very much!that was very quick but hope it gives you the jist of it
#7
Posted 30 April 2007 - 08:56 PM
I've made Black Ships to come with a horde of corsairs, and I want corsairs to fire a fast, accurate, version of their fire bombs weapon to be used when on the ships. So I made a new weapon and weaponset with the
Condition = CONTAINED
on it, but there is a problem:
The horde that comes with the ship doesn't use that weaponset, but the one that has the Condition = None on it (knives). However, if you get the corsairs out of the ship and in again, then they use the right weaponset.
Does anyone know how to make my corsairs use the correct Weaponset if they come with the ship when it's built?
Thanks!
#8
Posted 30 April 2007 - 09:06 PM
Keeping with the garrisonable ships topic...
I've made Black Ships to come with a horde of corsairs, and I want corsairs to fire a fast, accurate, version of their fire bombs weapon to be used when on the ships. So I made a new weapon and weaponset with the
Condition = CONTAINED
on it, but there is a problem:
The horde that comes with the ship doesn't use that weaponset, but the one that has the Condition = None on it (knives). However, if you get the corsairs out of the ship and in again, then they use the right weaponset.
Does anyone know how to make my corsairs use the correct Weaponset if they come with the ship when it's built?
Thanks!
you could just make the units primary weapon be the bomb throwing,
just simply change around the weaponset_toggle_1 condiition from the weaponsets onto the other one
and then you need to find all the animations with the bombs (should be easy to find they will have the same condition weaponset_toggle_1), delete that, (or cut it) and paste/type weaponset_toggle_1 ont he knive anims. The anims i think would only really be the attack ones so it shouldn't be too difficult
A light from the shadow shall spring.
#9
Posted 30 April 2007 - 09:09 PM
True, but I'm using a custom fire bomb weapon (faster and more accurate than the normal firebomb) just to be used when on ships (or towers). I don't like the idea of having that weapon for ground combat too. Can that be done.you could just make the units primary weapon be the bomb throwing,
just simply change around the weaponset_toggle_1 condiition from the weaponsets onto the other one
and then you need to find all the animations with the bombs (should be easy to find they will have the same condition weaponset_toggle_1), delete that, (or cut it) and paste/type weaponset_toggle_1 ont he knive anims. The anims i think would only really be the attack ones so it shouldn't be too difficult
#10
Posted 30 April 2007 - 09:35 PM
True, but I'm using a custom fire bomb weapon (faster and more accurate than the normal firebomb) just to be used when on ships (or towers). I don't like the idea of having that weapon for ground combat too. Can that be done.
you could just make the units primary weapon be the bomb throwing,
just simply change around the weaponset_toggle_1 condiition from the weaponsets onto the other one
and then you need to find all the animations with the bombs (should be easy to find they will have the same condition weaponset_toggle_1), delete that, (or cut it) and paste/type weaponset_toggle_1 ont he knive anims. The anims i think would only really be the attack ones so it shouldn't be too difficult
emmm, have you tried for something like the first line of the hordetransportcontain > Statusof units contained or something = add contain onto the end? CONTAINED or GARRISONED try things like that?
A light from the shadow shall spring.
#11
Posted 30 April 2007 - 10:16 PM
I guess there is no solution to this.
Thanks anyway for your interest.
#12
Posted 09 May 2007 - 03:47 PM
Yes. It just seems that objects created inside the container don't update their Conditions flags rightly. That happens when horde members respawn inside the container. The rest of the horde use their right weaponset, but newly respawned men don't.
I guess there is no solution to this.
Thanks anyway for your interest.
i just came accross this in game.dat : 'UNIT_HAS_TOGGLED_WEAPON '
maybe try putting that in the object status oh the hordetransport?
hope that might help
A light from the shadow shall spring.
#13
Posted 09 May 2007 - 04:02 PM
i just came accross this in game.dat : 'UNIT_HAS_TOGGLED_WEAPON '
maybe try putting that in the object status oh the hordetransport?
hope that might help
Hmm. I'll try that as soon as I can. Thanks for your help after this long.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users