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Tony33

Posted 27 February 2021 - 02:56 AM

After you do the uvw unwrapping but before finishing the texture, I recommend getting it ingame with the green wireframe place holder texture. OE and the game have some limitations around texture size that I don't fully understand. Just make sure the textures and mesh work ingame before finishing them.

oh, thats very important to know. I was just learning how to texture in dow style though :) Ty.


Moreartillery

Posted 26 February 2021 - 09:23 AM

After you do the uvw unwrapping but before finishing the texture, I recommend getting it ingame with the green wireframe place holder texture. OE and the game have some limitations around texture size that I don't fully understand. Just make sure the textures and mesh work ingame before finishing them.


Tony33

Posted 22 February 2021 - 03:58 AM

Ty, I managed to reduce the polygon to just around 10k.

The hammerfall bunker is really a mess from design wise lol.

a. It is implied as deep strike defense, so with those unnecessary "wings" like structure resembling drop pod design elements. But that design only serve to obstruct the missile pod rotation, I tried my best to adjust that while retain the original feel, but still can only achieve 15 degree of freely vertical rotation during horizontal rotating.

b. The mysterious stabilizer claws or feets. These really confuse me, and I am still thinking how to implementing animation of these parts. The whole weapon system wont produce that huge amount of recoil force to need for a four feet stabilizer setup. And if they are used during structure leveling during initial deployment from orbit, it's still weird but still the way I intend to go.

c. No doors for troops outside to garrison in. I think GW should really just call it turret LOL.

d. Fixed weapon and no rotation possible in the lower bunker weapon part. I tried to fix it in my way.

 

01.PNG

 

Weapon choice for bunker part: heavy bolter, heavy flamer, multi-melta and laser cannon.

01.JPG 02.JPG

 

Anyways, modelling is pretty much done, now will move on to texturing :)


Moreartillery

Posted 20 February 2021 - 04:22 PM

Wow! It looks great.

 

As for polygons, the sisters vehicle building has 5.5K polygons (not counting the scaffolding in the build anim) and that was released 12 years ago. So I think it'd be quite safe for new buildings to have 10K today.


Tony33

Posted 18 February 2021 - 01:57 PM

I finished my first original model for the Hammerfall bunker. And would like to try out the aforementioned method to set bones for specific animation files.

But before all that, I want to know what is a good reference polygon number to find a balance between graphics and performance? How many polygon is a good starting ground to aim for if this structure intended to be a 3x3 size in-game?

 

HmmrFllBnkr.PNG

 

This model is a hi-poly monster for sure (already 18k polygons now lol and without converting all polygons into triangles), and I would need to revisit and reduce unnecessary polygon before further texturing, animating and importing into OE.


Tony33

Posted 11 February 2021 - 01:25 AM

Try it and let me know if it works. But make a back up of your animation files first.

 

I was and I am afraid I will be occupied by IRL stuff for a while (might be 2-3 days), so might not have the time to go through a model with new bones. But during my test to find out why the laser cannon was off the target, I did change the mesh for that laser cannon, and only in Ref and the animation file that it is actually present and working. I also rotated the vertical aiming bone for that mesh as well in the same manner. And the in-game testing so far seems its okay by just changing the ref file and the anim file that bone is without stale = yes. Not sure about creating a new bone and link them with other though.

Not sure these information is enough :) But I was planning to test it out later.


Moreartillery

Posted 10 February 2021 - 07:54 AM

Back to the topic, do you mean I should just make a horizontal aiming animation only moving 180 degree?

No. I think all aim horizontal animations should be 360 degrees. We set the default direction of the gun in OE with a modifier, then the weapon file defines the max traverse left and right relative to that OE modifier.

 

I also have a theory that all bones only need to be in the ref file. If true it would save you a lot of time adding new bones to a unit, since you'd only have to add new bones to the ref and save a copy of the ref to make new animations. Try it and let me know if it works. But make a back up of your animation files first.


Tony33

Posted 10 February 2021 - 01:41 AM

Yes, I added horizontal and vertical bones to the ref file and all the anim files.

I just referred to the original imperator model, and set the new horizontal bones just like it did with those arms, facing right from Front view. After get in some looking into Relic's original model of Baneblade, I realized I should set horizontal bone facing upward or downward at least. So even though I set the bones to control the recoil animation and they align the same as the model facing, the actual horizontal movement control is a mess lol.

 

Back to the topic, do you mean I should just make a horizontal aiming animation only moving 180 degree? If so, should I also look into the weapon code as well (since in-game the attribute controls from a 360 degree animation perspective from my assumption?). 

 

Thank you so much for your answer, I will try to clean those messed bones up, but that massive 80+ animation files though lol.


Moreartillery

Posted 09 February 2021 - 01:23 PM

I spent some time today figuring out how to make a turret that can't fire forward, you might find it useful.

 

How to set up a turret that can't fire forward: (from the relic chimera)
1. set up horizontal aim animation normally
2. aim vert animation is relative to the guns facing, so if gun aims left then aim vert will start and end aiming to the right
3. use horizontal aim modifier to change the default direction. left is 75, right is 25
4. aim vertical modifier is set normally, ie 50

 

Also, I'd like to know if you had to add the new bones to the ref file?


Tony33

Posted 09 February 2021 - 10:31 AM

I searched for some fx tutorials and learn that fx_target_group_name (found in event property in OE) I used in my testing models not match their setting in-game and direct to other hardpoint. Since I also use a custom defined hardpoint motion variable, so I added the custom value in EventGroupNames.lua found in ModTools/ToolsData. And the fx of my laser cannon can match correctly to where the hardpoint actually attacking.


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