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Setting Up 3DS MAX 7,8,9 and 2008

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#41 Moreartillery

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Posted 05 July 2019 - 06:49 AM

I didn't get an error message about bone weights, and I didn't change the bone or mesh hierarchy.

 

Does the game require a certain method of animation to be used?



#42 Kekoulis

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Posted 05 July 2019 - 09:02 AM

I didn't get an error message about bone weights, and I didn't change the bone or mesh hierarchy.

 

Does the game require a certain method of animation to be used?

What do you mean certain?

How did you animate?

Did you use IK chains or bones?


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#43 Moreartillery

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Posted 05 July 2019 - 11:14 AM

 

I didn't get an error message about bone weights, and I didn't change the bone or mesh hierarchy.

 

Does the game require a certain method of animation to be used?

What do you mean certain?

How did you animate?

Did you use IK chains or bones?

 

I've tried both.

Here are the files, one with IK the other without.

https://www.dropbox....62/run.max?dl=0

https://www.dropbox....run_ik.max?dl=0

 

I also made a shooting animation and the arms move fine. I can't find any logic in what animations the OE will and will not work with.

 

Edit: Its because the default action tree wasn't set up properly.


Edited by Moreartillery, 18 July 2019 - 02:19 AM.


#44 Kaos_Crusader

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Posted 12 July 2019 - 12:57 AM

Holy Emperor, I barely realize that this thread was updated.
 
Thanks Moreartillery for the videos and the tutorial links.
 
I also have a great compilation of Word files with fresh tutorials from the old Relic News, FinalDeath Wiki, Palii Tutorials about OE, and some other old stuff.


#45 Moreartillery

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Posted 18 July 2019 - 02:17 AM

I also have a great compilation of Word files with fresh tutorials from the old Relic News, FinalDeath Wiki, Palii Tutorials about OE, and some other old stuff.

 

I'd appropriate any OE tutorials you can upload.

 

Right now I'm trying to figure out how to add new weapons to clause properties in the OE.

Attached File  clause.JPG   24.94KB   1 downloads



#46 Kekoulis

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Posted 18 July 2019 - 09:08 AM

 

I also have a great compilation of Word files with fresh tutorials from the old Relic News, FinalDeath Wiki, Palii Tutorials about OE, and some other old stuff.

 

I'd appropriate any OE tutorials you can upload.

 

Right now I'm trying to figure out how to add new weapons to clause properties in the OE.

attachicon.gif clause.JPG

 

Go to modtools/toolsdata and open the ConditionStringPresets.lua with notepad++.

Add your weapon names the same way as the other names are and save.

Restart OE.


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#47 Moreartillery

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Posted 21 July 2019 - 04:16 AM

 

 

I also have a great compilation of Word files with fresh tutorials from the old Relic News, FinalDeath Wiki, Palii Tutorials about OE, and some other old stuff.

 

I'd appropriate any OE tutorials you can upload.

 

Right now I'm trying to figure out how to add new weapons to clause properties in the OE.

attachicon.gif clause.JPG

 

Go to modtools/toolsdata and open the ConditionStringPresets.lua with notepad++.

Add your weapon names the same way as the other names are and save.

Restart OE.

 

Ah yes that worked.

 

I have an action called tracking_left, with attached motions idle_aim_vert_l and idle_aim_horiz_l. But I can't figure out why only the top motion on the list works. For example if idle_aim_vert_l is listed first the gun will only rotate vertically, but if I place idle_aim_horiz_l first the gun will only aim horizontally. No compare type or condition on either motion. The firing actions have this problem too.



#48 Kekoulis

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Posted 21 July 2019 - 07:49 AM

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).


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#49 Moreartillery

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Posted 21 July 2019 - 08:47 AM

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.



#50 Kekoulis

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Posted 21 July 2019 - 09:20 AM

 

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.

 

The tracking is used for what the name says,tracking.

The model will target a unit that is not in range but won't fire.

Tracking is needed.


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#51 Moreartillery

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Posted 21 July 2019 - 09:36 AM

 

 

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.

 

The tracking is used for what the name says,tracking.

The model will target a unit that is not in range but won't fire.

Tracking is needed.

 

The chimera made by relic has weapon_main_turret_tracking and weapon_main_turret_idle but they both have aim_vert_main as their only motion. What is the logic behind this? I set up my hydra_aa in the same way and it still wont track vertically.

 

I've also noticed alot of UA's units can't track vertically.



#52 Kekoulis

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Posted 21 July 2019 - 10:45 AM

 

 

 

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.

 

The tracking is used for what the name says,tracking.

The model will target a unit that is not in range but won't fire.

Tracking is needed.

 

The chimera made by relic has weapon_main_turret_tracking and weapon_main_turret_idle but they both have aim_vert_main as their only motion. What is the logic behind this? I set up my hydra_aa in the same way and it still wont track vertically.

 

I've also noticed alot of UA's units can't track vertically.

 

For vehicles,they do not need a custom tracking animation,you just need the guns to point.

As for UA,which units if I may?

Because for vehicles,the vertical motion works only for targeting aircraft.


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#53 Moreartillery

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Posted 21 July 2019 - 11:55 AM

 

 

 

 

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.

 

The tracking is used for what the name says,tracking.

The model will target a unit that is not in range but won't fire.

Tracking is needed.

 

The chimera made by relic has weapon_main_turret_tracking and weapon_main_turret_idle but they both have aim_vert_main as their only motion. What is the logic behind this? I set up my hydra_aa in the same way and it still wont track vertically.

 

I've also noticed alot of UA's units can't track vertically.

 

For vehicles,they do not need a custom tracking animation,you just need the guns to point.

As for UA,which units if I may?

Because for vehicles,the vertical motion works only for targeting aircraft.

In my tests the vanilla chimera was able to aim upwards at targets on cliffs.

The hydra_aa and tau sniper drones don't aim vertically.



#54 Kekoulis

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Posted 21 July 2019 - 02:55 PM

 

 

 

 

 

In actions,the priority is:first the horizontal motion,second the vertical motion and then the actual motion(the actual tracking one).

In the examples I looked at the tracking motion didn't appear to do anything so I left it out.

 

The tracking is used for what the name says,tracking.

The model will target a unit that is not in range but won't fire.

Tracking is needed.

 

The chimera made by relic has weapon_main_turret_tracking and weapon_main_turret_idle but they both have aim_vert_main as their only motion. What is the logic behind this? I set up my hydra_aa in the same way and it still wont track vertically.

 

I've also noticed alot of UA's units can't track vertically.

 

For vehicles,they do not need a custom tracking animation,you just need the guns to point.

As for UA,which units if I may?

Because for vehicles,the vertical motion works only for targeting aircraft.

In my tests the vanilla chimera was able to aim upwards at targets on cliffs.

The hydra_aa and tau sniper drones don't aim vertically.

 

Depends on the unit and the vertical animation.

The Tau drone is a drone,does need to track over cliffs by design.

As for the Hydra,it is not an official model,so I do not know.

My guess the arc is limited on purpose.


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#55 Moreartillery

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Posted 28 July 2019 - 09:17 AM

To answer my own question one of the bones that should have been stale wasn't.

 

Now the turret points 30 degrees upward when idle, I checked the modifier and animation and they are fine. It should point straight ahead when idle



#56 Kekoulis

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Posted 28 July 2019 - 09:39 AM

To answer my own question one of the bones that should have been stale wasn't.

 

Now the turret points 30 degrees upward when idle, I checked the modifier and animation and they are fine. It should point straight ahead when idle

Some posts ago,I did tell you to check the stale.

For the degree,now check in the vis files if all bones are stale.

Then,check the aim in OE.

The idle animations must not have aims.


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#57 Moreartillery

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Posted 28 July 2019 - 11:03 AM

 

To answer my own question one of the bones that should have been stale wasn't.

 

Now the turret points 30 degrees upward when idle, I checked the modifier and animation and they are fine. It should point straight ahead when idle

Some posts ago,I did tell you to check the stale.

For the degree,now check in the vis files if all bones are stale.

Then,check the aim in OE.

The idle animations must not have aims.

 

vis file is good, turret works correctly in OE. But ingame its max gun depression gets higher as the turret rotates to either side, so when the turret is aiming backwards the gun can't aim lower then 70 degrees. Again its fine in OE but not ingame.



#58 Kekoulis

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Posted 28 July 2019 - 11:41 AM

Oh

 

 

 

To answer my own question one of the bones that should have been stale wasn't.

 

Now the turret points 30 degrees upward when idle, I checked the modifier and animation and they are fine. It should point straight ahead when idle

Some posts ago,I did tell you to check the stale.

For the degree,now check in the vis files if all bones are stale.

Then,check the aim in OE.

The idle animations must not have aims.

 

vis file is good, turret works correctly in OE. But ingame its max gun depression gets higher as the turret rotates to either side, so when the turret is aiming backwards the gun can't aim lower then 70 degrees. Again its fine in OE but not ingame.

 

Oh.Then you will ahve to edit the weapon rotations in the Corsix.

It should be in the weapon rgd but please,ask in ints appropiate forum for this question,as I am not a coder to answer this in full. :/


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#59 Moreartillery

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Posted 28 July 2019 - 03:30 PM

I tried making a new ebp and using the default aim animations, no luck.

 

On further investigation the UA model has the same problem.


Edited by Moreartillery, 28 July 2019 - 03:54 PM.


#60 Kekoulis

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Posted 28 July 2019 - 03:44 PM

Weird.Being ok in both OE and MAX means that something is worng with the code.
Did you change the clauses for the tracking?


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