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Questions about modding weapons


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#81 Moreartillery

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Posted 17 September 2019 - 10:51 PM

I can't think of a simple way to tell a macro which weapons should receive which ap table. Plasma and gauss weapons should ignore armor, anything with a reload of 3 seconds or more should ignore armor. Some weapons should ignore infantry armor, and some should ignore both infantry and heavy infantry. And there are a few exceptions like the vulcan mega bolter that fire quickly and ignore all armor.


Edited by Moreartillery, 17 September 2019 - 10:53 PM.

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#82 Gambit

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Posted 18 September 2019 - 10:03 AM

Hmmm.... Indeed.

Each weapon must be treated differently.

 

What I would do:

1] Load my mod on Corsix.

2] Start browsing the weapon list and modifying by hand, ONLY the weapons that require my special attention. This will take some time, but I suppose the vast bulk of weapons fall into the "generic" macro-category.

3] Once done with the manual changes, I would quit Corsix, get into the weapons folder (windows) in attrib, sort the list based on date of change, REMOVE (cut, and paste elsewhere, temporarily) the weapons I modified, and thus leave only those that fall into the generic category.

4] Re-run Corsix, and NOW apply the macro. It will only affect the weapons I left there :twisted:

5] Re-put the weapons I previously removed, into the weapons folder.

Done!

 

This ides is OK, under the presumption that the ruled-out weapons (those that I would have to modify by-hand), are just a handful.

And that the remaining (that the macros should modify), are like 90% of the total.

 

If they are like 50-50, but you CAN STILL think of a formula that "filters" specific stats of MOST weapons (leaving out only a few exceptions) and make the changes, this would also work. It would increase the complexity of the Macro, but this is really insignificant.


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#83 Moreartillery

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Posted 27 September 2019 - 03:21 AM

I want to add other races to my mod but I read about how the tyranids team banned titanium wars from moddb. Is that still moddb's policy, and if so who do I contact if there are multiple people contributing to a mod? And what if the modmaker can't be contacted?

 

Frankly I think its ridiculous that moddb let the tyranids team claim ownership of GW's designs.

 

Edit: It looks like 3rd generation has nids included so maybe I don't need to worry about it.


Edited by Moreartillery, 27 September 2019 - 04:06 AM.

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#84 Kekoulis

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Posted 27 September 2019 - 06:33 AM

I want to add other races to my mod but I read about how the tyranids team banned titanium wars from moddb. Is that still moddb's policy, and if so who do I contact if there are multiple people contributing to a mod? And what if the modmaker can't be contacted?

 

Frankly I think its ridiculous that moddb let the tyranids team claim ownership of GW's designs.

 

Edit: It looks like 3rd generation has nids included so maybe I don't need to worry about it.

They did not claim ownership of the GW designs but of the 3D work.Which is indeed theirs.

 

The story between TWA and the Tyrannid goes way further.As there have been accusations of the first stealing assets from the later and claiming them as their own creations.Hence the ban.In addition,this case was just one of the many that led to the TWA mod getting banned,not the one which caused it.

 

The team actually allowed usage of their work upon request and agreement with their terms(see UA,Codex and FOK mods).But unfortunately,due to real life the issues,the mod team of the Tyrannids mod cannot be contacted easily atm.

 

Also,what do you mean by 3rd Edition?Tyrannids exist since the Rogue Trader(1st Edition).


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#85 Moreartillery

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Posted 27 September 2019 - 02:39 PM

 

I want to add other races to my mod but I read about how the tyranids team banned titanium wars from moddb. Is that still moddb's policy, and if so who do I contact if there are multiple people contributing to a mod? And what if the modmaker can't be contacted?

 

Frankly I think its ridiculous that moddb let the tyranids team claim ownership of GW's designs.

 

Edit: It looks like 3rd generation has nids included so maybe I don't need to worry about it.

They did not claim ownership of the GW designs but of the 3D work.Which is indeed theirs.

 

The story between TWA and the Tyrannid goes way further.As there have been accusations of the first stealing assets from the later and claiming them as their own creations.Hence the ban.In addition,this case was just one of the many that led to the TWA mod getting banned,not the one which caused it.

 

The team actually allowed usage of their work upon request and agreement with their terms(see UA,Codex and FOK mods).But unfortunately,due to real life the issues,the mod team of the Tyrannids mod cannot be contacted easily atm.

 

Also,what do you mean by 3rd Edition?Tyrannids exist since the Rogue Trader(1st Edition).

 

3rd generation is a mod that has the tyrannids 3d work included, as opposed to UA where tryannids have to be downloaded separately. Its on nexusmods.

 

Making people download tyrannids separately doesn't serve any purpose expect to inconvenience the end user. While you and I may think its easy to do I never cease to be surprised by how users can screw up simple instructions. The likelihood of user error increases as the number of separate downloads increases, so I want to avoid making people download and install races separately.


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#86 Kekoulis

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Posted 27 September 2019 - 03:30 PM

 

 

I want to add other races to my mod but I read about how the tyranids team banned titanium wars from moddb. Is that still moddb's policy, and if so who do I contact if there are multiple people contributing to a mod? And what if the modmaker can't be contacted?

 

Frankly I think its ridiculous that moddb let the tyranids team claim ownership of GW's designs.

 

Edit: It looks like 3rd generation has nids included so maybe I don't need to worry about it.

They did not claim ownership of the GW designs but of the 3D work.Which is indeed theirs.

 

The story between TWA and the Tyrannid goes way further.As there have been accusations of the first stealing assets from the later and claiming them as their own creations.Hence the ban.In addition,this case was just one of the many that led to the TWA mod getting banned,not the one which caused it.

 

The team actually allowed usage of their work upon request and agreement with their terms(see UA,Codex and FOK mods).But unfortunately,due to real life the issues,the mod team of the Tyrannids mod cannot be contacted easily atm.

 

Also,what do you mean by 3rd Edition?Tyrannids exist since the Rogue Trader(1st Edition).

 

3rd generation is a mod that has the tyrannids 3d work included, as opposed to UA where tryannids have to be downloaded separately. Its on nexusmods.

 

Making people download tyrannids separately doesn't serve any purpose expect to inconvenience the end user. While you and I may think its easy to do I never cease to be surprised by how users can screw up simple instructions. The likelihood of user error increases as the number of separate downloads increases, so I want to avoid making people download and install races separately.

 

My dude.

This is the terms the UA team and the Tyrannid Team agreed upon so as UA could use the models(this is what the dev requested and thus their wish must be respected).

There is nothing else we can do.

As for that 3rd Generation Mod,I do not know of it.Although I guess they are using the DOW2 ported models?
If not,and since you mention Nexus mods(and not Modb,which is the default platform for DOW mods),I guess they are using these models without their permission unless stated otherwise.


Edited by Kekoulis, 27 September 2019 - 03:31 PM.

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#87 Moreartillery

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Posted 27 September 2019 - 04:14 PM

 

 

 

I want to add other races to my mod but I read about how the tyranids team banned titanium wars from moddb. Is that still moddb's policy, and if so who do I contact if there are multiple people contributing to a mod? And what if the modmaker can't be contacted?

 

Frankly I think its ridiculous that moddb let the tyranids team claim ownership of GW's designs.

 

Edit: It looks like 3rd generation has nids included so maybe I don't need to worry about it.

They did not claim ownership of the GW designs but of the 3D work.Which is indeed theirs.

 

The story between TWA and the Tyrannid goes way further.As there have been accusations of the first stealing assets from the later and claiming them as their own creations.Hence the ban.In addition,this case was just one of the many that led to the TWA mod getting banned,not the one which caused it.

 

The team actually allowed usage of their work upon request and agreement with their terms(see UA,Codex and FOK mods).But unfortunately,due to real life the issues,the mod team of the Tyrannids mod cannot be contacted easily atm.

 

Also,what do you mean by 3rd Edition?Tyrannids exist since the Rogue Trader(1st Edition).

 

3rd generation is a mod that has the tyrannids 3d work included, as opposed to UA where tryannids have to be downloaded separately. Its on nexusmods.

 

Making people download tyrannids separately doesn't serve any purpose expect to inconvenience the end user. While you and I may think its easy to do I never cease to be surprised by how users can screw up simple instructions. The likelihood of user error increases as the number of separate downloads increases, so I want to avoid making people download and install races separately.

 

My dude.

This is the terms the UA team and the Tyrannid Team agreed upon so as UA could use the models(this is what the dev requested and thus their wish must be respected).

There is nothing else we can do.

As for that 3rd Generation Mod,I do not know of it.Although I guess they are using the DOW2 ported models?
If not,and since you mention Nexus mods(and not Modb,which is the default platform for DOW mods),I guess they are using these models without their permission unless stated otherwise.

 

Don't you see the hypocrisy of the tyrannid team copying GW's work without permission then saying that no other modder can use the copy? They can't claim ownership of something they copied from GW.

 

Source http://www.geom.uiuc...c_protects.html

 

 

The tyrannid models don't meet the requirements for Originality and Minimal Creativity so I don't see what basis the tyrannid team has to stop other people from using them.

 

 

Edit: I just compared 3rd gen mod with the tyrannids mod and the whe/whm files are exactly the same size, so they're likely the same. I doubt the tyrannids team will be able to do anything about it.


Edited by Moreartillery, 27 September 2019 - 07:33 PM.

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#88 Kekoulis

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Posted 27 September 2019 - 07:09 PM

Dude,I can't even.

First of all,do not shoot the messenger.I am just telling how it all happened.Not need you get angry.It is a fucking decade old game after all.

 

Second,we are not a law forum here.Linking me the creative commons rules does not help or change anything.If you have issues,you are free to message the creators directly for explanations.You have already derailed the topic of this thread to begin with.You could have just easily made a new topic for your questions.

 

Third,it seems you have not read what I have said in my above messages.The reason for banning TWA was not the accusations of stealing Tyrannind assets only.There were far more which violated the terms and services of Modb.There is a reason why GrOrc is notorious within the modding community.

Lastly,you seem not to notice that the Tyrannind Mod Team did not follow legal action against TWA.Instead,they reported to ModB for content theft.

 

Believe it or not,GW property or not,it is a very bad modder practice to burrow assets from an another mod,not credit the original creators and even call said assets as yours.If anything,it makes you look like an asshole.And the original creators have all the rights to report you if you do this,whenever they actually end up doing it.Of course,if you recreate it on your own,you can call it own obviously,but you still should mention your inspiration.At least as a gesture of good will.

 

To end this.Since the dev team for the Tyranninds mod is inactive for the time being(for all I know,they will never return to finish the mod),rendering them unable to respond to any PM,if you are to use the assets,then play nice and credit them.You did not pour countless of hours of into making the models.Show your appreciation to them for their hard work the same you would like other people if they used your own work.

 

I noticed in that 3rd Generation mod that they are using both the Tyrannind and the Witch Hunters assets.As far as I know,they never PM'ed us for permission for the Witch Hunters but at least they give proper credit.You may think it is little but giving credit goes a long way to show good modding spirit.We are modding for fun after all.This is not a contest.Relic will not hire the best of the modders as their employees,do not worry. ;)


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#89 Moreartillery

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Posted 27 September 2019 - 07:30 PM

Dude,I can't even.

First of all,do not shoot the messenger.I am just telling how it all happened.Not need you get angry.It is a fucking decade old game after all.

 

Second,we are not a law forum here.Linking me the creative commons rules does not help or change anything.If you have issues,you are free to message the creators directly for explanations.You have already derailed the topic of this thread to begin with.You could have just easily made a new topic for your questions.

 

Third,it seems you have not read what I have said in my above messages.The reason for banning TWA was not the accusations of stealing Tyrannind assets only.There were far more which violated the terms and services of Modb.There is a reason why GrOrc is notorious within the modding community.

Lastly,you seem not to notice that the Tyrannind Mod Team did not follow legal action against TWA.Instead,they reported to ModB for content theft.

 

Believe it or not,GW property or not,it is a very bad modder practice to burrow assets from an another mod,not credit the original creators and even call said assets as yours.If anything,it makes you look like an asshole.And the original creators have all the rights to report you if you do this,whenever they actually end up doing it.Of course,if you recreate it on your own,you can call it own obviously,but you still should mention your inspiration.At least as a gesture of good will.

 

To end this.Since the dev team for the Tyranninds mod is inactive for the time being(for all I know,they will never return to finish the mod),rendering them unable to respond to any PM,if you are to use the assets,then play nice and credit them.You did not pour countless of hours of into making the models.Show your appreciation to them for their hard work the same you would like other people if they used your own work.

 

I noticed in that 3rd Generation mod that they are using both the Tyrannind and the Witch Hunters assets.As far as I know,they never PM'ed us for permission for the Witch Hunters but at least they give proper credit.You may think it is little but giving credit goes a long way to show good modding spirit.We are modding for fun after all.This is not a contest.Relic will not hire the best of the modders as their employees,do not worry. ;)

Oh I didn't know TW didn't give credit, it sounded like the tyrannids team was trying to prevent any redistribution of the content in their mod. If all they want is to be credited thats no problem for me. I'm sorry if I gave the impression that I was angry with you.


Edited by Moreartillery, 27 September 2019 - 07:32 PM.

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#90 Kekoulis

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Posted 06 October 2019 - 08:34 AM

These errors mean nothing.Aims do not have events(FX) and need their modifiers.It is just a warning.

Now about the treads.

 

First check if in the animations of the tracks the textures point to the correct folder(the same as the one in the ref).

Then check if the modifiers are correct and the motions properly attached to the actions.

 

That is provided you DO NOT XREF.


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#91 Moreartillery

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Posted 06 October 2019 - 09:50 AM

It has the correct textures. I made the animation a few months ago so I'm not sure when the treads stopped working. I did xref at the beginning. I'm going to try redoing the xref.

 

Edit: redoing the xref didn't fix it.

 

Do the treads have to be stale even if they aren't bones? What about object class and ForceSkinning?


Edited by Moreartillery, 06 October 2019 - 10:05 AM.

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#92 Kekoulis

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Posted 06 October 2019 - 10:28 AM

 

It has the correct textures. I made the animation a few months ago so I'm not sure when the treads stopped working. I did xref at the beginning. I'm going to try redoing the xref.

Do not do XREF.It is buggy with treads.

You are better redoing the animated textures on your own.

Just remember the textures in the animations must point to the same fodler as the one in the ref file!!!

 

Do the treads have to be stale even if they aren't bones? What about object class and ForceSkinning?

 

Yes.

Everything that has the ForceSkinning=yes must do unless directly animated(not talking about texture animation like in the threads).

 

Forceskinning essentially makes meshes behave like bones.If they do not have the stale=yes,they will keep their position and won't be moved when the rest of the model(parent bone) moves,


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#93 Moreartillery

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Posted 13 October 2019 - 09:16 AM

I've solved the longstanding mystery of the hydra's turret. In the ebp under combat ext > hardpoint > weapon > muzzle modifys the default position of the turret. It seems to require nonsensical values to point forward. x=0 y=2.5 z=3.44 I'm still trying to figure out the logic behind this.


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#94 Kekoulis

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Posted 13 October 2019 - 09:56 AM

I've solved the longstanding mystery of the hydra's turret. In the ebp under combat ext > hardpoint > weapon > muzzle modifys the default position of the turret. It seems to require nonsensical values to point forward. x=0 y=2.5 z=3.44 I'm still trying to figure out the logic behind this.

If you notice above,we did mention you to check the code.

As to why it needs these values,blame Relic. :p


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#95 Moreartillery

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Posted 22 October 2019 - 01:23 AM

Ive been trying to make the wyvern but I can't get more then one projectile to spawn from the turret, is this an engine limitation or am I doing something wrong? Second projectile always spawns in the hull regardless of muzzle and origin values. all four barrels are a single attack animation but it will have four weapons to fire four projectiles at once.


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#96 Gambit

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Posted 22 October 2019 - 06:01 AM

... I have the same issue with the Land Speeder Vengeance.

It has a dual Plasma Cannon, and no matter what I tried, the 2nd projectile (I used 2 different weapons), always spawns from 0,0,0, regardless muzzle/origin.

I tried naming the weapon differently, nothing.

The strange thins is that, in predators (for example), with multiple plasma weapons, they DO spawn from the proper coordinates for each projectile.

I will see what is wrong and experiment with this, soon.

And report back.

Meanwhile, if anyone does have the answer...


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#97 Kekoulis

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Posted 22 October 2019 - 08:41 AM

... I have the same issue with the Land Speeder Vengeance.

It has a dual Plasma Cannon, and no matter what I tried, the 2nd projectile (I used 2 different weapons), always spawns from 0,0,0, regardless muzzle/origin.

I tried naming the weapon differently, nothing.

The strange thins is that, in predators (for example), with multiple plasma weapons, they DO spawn from the proper coordinates for each projectile.

I will see what is wrong and experiment with this, soon.

And report back.

Meanwhile, if anyone does have the answer...

Try the whilrwind trick we have in the IF or the Sicaran Arcus in the UM. ;)

 

You know,you could PM me for this...


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#98 Gambit

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Posted 22 October 2019 - 09:07 AM

I looked the whirlwind scorpius coding as suggested, and found the culprit.

It seems the engine does NOT acknowledge the origin/muzzle setting, if there is no harpoint_weapon_variant_motion name. And it is quite logical, since it does not actually load the weapon "properly" when trimming the entries, if it finds an empty value....

 

Bottomline: Put a <None> (or whatever), in the harpoint_weapon_variant_motion of the weapon hardpoint. Do NOT leave it black. (That harpoint_weapon_variant_motion does not necessarily need to be coded in the WHE of the model.)

I would also suggest to put the same name_for_this_weapon_choice in the secondary ("projectiled") weapon, as it is in the primary.

 

Case solved.


Edited by Gambit, 22 October 2019 - 09:10 AM.

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#99 Moreartillery

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Posted 22 October 2019 - 12:54 PM

Bottomline: Put a <None> (or whatever), in the harpoint_weapon_variant_motion of the weapon hardpoint. Do NOT leave it black. (That harpoint_weapon_variant_motion does not necessarily need to be coded in the WHE of the model.)

I would also suggest to put the same name_for_this_weapon_choice in the secondary ("projectiled") weapon, as it is in the primary.

 

Case solved.

This didn't work for me. The second projectile only spawns in the right place when I remove the first projectile.


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#100 Gambit

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Posted 22 October 2019 - 02:01 PM

Hmmm....

In my config, I even use the SAME weapon for both hardpoints. And it works...

Make sure you tested a random (non-existent) name for the harpoint_weapon_variant_motion.

Can you show us screenshots of the combat_ext config of the entity?


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