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Help with gondor Gate w3d export


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#1 eRe4s3r

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Posted 12 May 2005 - 02:34 PM

Well atm im trying to export the gondor gates after i remodeld and moved them a bit, only problem is, they are not animated ;P so im wondering why....

My important produced 2bone points at the ankles of the 2 doors, they are linked with the door model, they werent animated though...

Anyone knows how to get it exported right? Do i have to animate the door myself?

oh yeah, the door open/close function still works, aka, units can walk trough it or not, its just not animated, and i dont seem to be able to find the reference to it in the ini files either :/

i made the bones to "Export Bones" and deselected Geometry export for them in the w3d tools... do i have to use the wwskin feature and link the bones to the gates?

#2 pabtyf

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Posted 12 May 2005 - 02:40 PM

quote"do i have to use the wwskin feature and link the bones to the gates?"

Yep. that's exactly it.

that should solve it.

#3 eRe4s3r

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Posted 12 May 2005 - 03:02 PM

mhh, well, i *think* i did it right, but it still wont move.. actually, the doors are closed at the start, so i get the weird feeling that i actually HAVE to animate the door myself, and the wheel for the door (the one at the top) doesnt move neither..... /me is confuzed

Not sure if i did link it right though..
I made a wwskin helper and added the bones (BoneL and BoneR)
then i spacewarp-linked it to the apropiate door, selected the vertices of the whole door, and made "select bone by name" and selected the corresponding bones....

Still wont work though...

w00t, edit 1)

I just animated it via the bone points... and u wont believe it, the gates are half opened :D Gotta tingle around with it


Edit 2)

Got it :p Its so simple... no need for wwskin, just animate the bone points while frame 0 is closed and the last frame is open state then ingame it sould look somewhere like that .D

Posted ImagePosted Image

:p

Edited by eRe4s3r, 12 May 2005 - 03:54 PM.


#4 Hostile

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Posted 12 May 2005 - 09:41 PM

Just caught up with the conversation. WWskin was not the direction. Glad you got it working, will the opening be large enuff to allow hordes to pathfind thier way out easily enuff?

#5 eRe4s3r

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Posted 12 May 2005 - 09:47 PM

Just caught up with the conversation. WWskin was not the direction. Glad you got it working, will the opening be large enuff to allow hordes to pathfind thier way out easily enuff?

<{POST_SNAPBACK}>


it should be, it only looks small , actually u still can fit 2 catapults side by side trough the gate :huh:

pathfinding still works good, atleast the much i tried it, (not that i plan moving my hordes out of a castle anytime soon :grin: the way in is more interesting, gotta test that later .P

That said, pathfinding worx, (a wonder) still pretty well, units can get on top of the wall and still find the right ways out or not, only downfall is, to match teh animation with the sound.. im now at 300 frames closing time and its still not enoug for the sound to match :/

#6 Hostile

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Posted 13 May 2005 - 12:30 AM

Can't you code the start frame for the sound and end frame for the sound and average it?

#7 Morgoth

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Posted 13 May 2005 - 04:36 AM

Did you export the model with the box checked "use an existing skeleton"?

#8 eRe4s3r

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Posted 13 May 2005 - 10:20 AM

Did you export the model with the box checked "use an existing skeleton"?

<{POST_SNAPBACK}>


actually, since im not using doors anymore, i deleted the bones/gate models completly .) it still worx,

yeah coding sound... naaah, im 3d modeller no ini fiddler :huh:




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