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3D / OE / FX troubleshooting -- needing help to resolve art issues

3d oe fx model issues

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#1 thudo

thudo

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Posted 04 December 2017 - 05:42 PM

Starting this thread because we have some DoW1 model pieces that don't work for some reason in-game due to some quirk that SHOULD work but does not.

 

I'm reaching out to all those who know how to troubleshoot whe / whm issues specifically.

 

Here is the active list for: December 15, 2017.

 

Eldar

 

o Model: Cobra (with optional main turret upgrade to Twin-Linked Pulsars + secondary options to upgrade minor weapons alongside turret).

Issues we need resolved:

1) Twin-Linked Pulsar upgrade - when in idle turret moves around too much (like it looks anxious/desperate) and should be facing forward without pivoting so much around.
2) Twin-Linked Pulsar upgrade - when firing, the Pulsar FX shots sometimes do not match when twin barrels are especially when the turret rotates. NO FIX.
3) Twin-Linked Pulsar upgrade - when firing on target the laser FX seem to end passed where it actually hits the target. It should end at the target itself, not passed it.
4) Secondary Weapons - Shuriken Cannon, Scatter Laser, Starcannon, and Bright Lance: do not show tracer or muzzle FX when firing even though weapon models are clearly there and showing in-game.
5) Scatter Laser and Bright Lance, like #3 above, fire passed the target and should have their tracer FX end on the target itself.

6) How to better easily implement projectiles like fired shells or missiles coming out of where the launcher/cannon is instead of manually having to code it in the x,y,z muzzle/origin coordinates of the EBPS' combat_ext. NO FIX.

7) Scatter Laser not showing the correct texture (looks blank on the gun model).

8) Secondary weapons show mis-aligned on the main turret but in OE (and consequently in the AP) they look fine. Both idle and firing of the secondary weapon show skewed to the right.

 

o Model: Storm Serpent

Issues we need resolved:

1) Left Side secondary weapons (Scatter Laser, Starcannon, Missile Launcher, and Bright Lance) show as being upgradable (in the whe) but actually do not show on the model. NO FIX.

 

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Any help with the above would be most appreciated!

 

Update :  December 15, 2017

- Cobra #8 - Still not fixed from last update. Idle is ok now but when firing the weapon model shows as slightly off to the right side while the tracer is direct facing to target. Not sure if this is an OE or AE fix since in OE it looks correct now (both idle and firing).

 

Update :  December 10, 2017

- Cobra #8 - Partially fixed. Idle is now corrected using AE via muzzle x coordinates setting it to -0.090000 but when weapon fires the weapon model skews to the right while the FX angles correctly towards the target's center.

- Cobra #1 - Removed the annoying idle animation (constant back/forth movement of the main turret) when the Twin-Linked Pulsars are present. Now it looks in-line with other upgrades.

- Cobra #2 - Due to missing a secondary model animation to compensate for the tracking/pivot which likely is needed in MAX I am abandoning this one as its more a luxury.

- Storm Serpent #1 - no fix will be attempted because the model calls/inherits xref animation from another scorpion model and that would require dummy/placeholder anims/motions/events to be implemented on the source model. Xref anims cannot be called within the OE anyway which is a limitation of the tool.

 

Update :  December 09, 2017

- Cobra #7 fixed using FFE. It was both in the SSHR and the MSGR section (under Data for the gun model in question). Edited both texture paths but for MSGR used Auto Text option otherwise it will CTD in-game.

 

Update :  December 07, 2017

- Apparently there is no fix for Cobra #6 as projectile-based weapons do not directly attach to the barrel's marker like FX weapons do - its up to the developer to manually add the x,y,z muzzle/origin coordinates of the EBPS' combat_ext.

 

Update :  December 06, 2017

- Fixed Cobra #3 and #5 above within the OE with cool easy fix. FINALLY after years of wondering how to do this I now know.

- Added Cobra #6 as I always hated coding the x,y,z muzzle/origin coordinates of the EBPS' combat_ext.to get projectiles to show out of the launcher/cannon fired from. Must be an easier way!

 

Update :  December 05, 2017

- Fixed Cobra #4 above having successfully (to a point) converted the whe -> ebp and whm -> sgm and opening in the OE. Now the Cobra model has all the secondaries firing perfectly.


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