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A problem with FX between Model and Model_Mounted. (SOLVED)


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#21 Ridder Geel

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Posted 08 September 2011 - 05:46 PM

Trust me those names are the real names... It looks like you particle system is not working correctly.
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#22 Gourbish

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Posted 08 September 2011 - 07:12 PM

So how do you explain that the bone used by EA doesn't appear in the skeleton of the model ?

#23 Ridder Geel

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Posted 08 September 2011 - 10:09 PM

Easily explained as EA fail, you find that every so once in a while, does that fx work or not?
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#24 Gourbish

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Posted 08 September 2011 - 10:29 PM

Yes ! The EA FX works even if normally the bone would have to be wrong.

#25 Ridder Geel

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Posted 08 September 2011 - 11:09 PM

Well then it might just be positioned at the root (somewhat middle) of the object automatically i suppose... or the fx itself has an imbedded offset.
Does applying any other fx to one of your unit's bones work? (or is this not a custom fx you are using?)
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#26 Gourbish

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Posted 08 September 2011 - 11:21 PM

I tried some FX already in game.
In fact, the FX works well with the UNMOUNTED model, but the FX doesn't work with the MOUNTED.

I think I will forget this stuff and I will use FX from another stuff (maybe an AttributeModifier).

PS : The FX I tried has no particle linked to a bone, it is by using a ParticleSysBone that I link a FX to a bone. I specify it cause a FX can be directly linked to a bone in it definition.

I'll go to bed, so... more news tomorrow... :-p

#27 JUS_SAURON

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Posted 10 September 2011 - 10:55 AM

I don't think you really understand what I'm saying

You are using a different weapon for the Hero's HEROMODE and a different anim ..That's fine

however unlike ALL the other Heroes who use this .. they simple have the HERO_MODE as their primary weapon
and the Anim is recognized by in the anim blocks

The weapon SWITCHES to the WEAPONSET_HERO_MODE weapon block and all is fine as it uses the PRIMARY weapon
of that block as the HERO_MODE weapon

But yours is NOT SO ...It uses a SECONDARY_WEAPON ... and so you don't have

ModelConditionState = WEAPONLOCK_SECONDARY

or WEAPONLOCK_SECONDARY WEAPONSET_HERO_MODE

so the particle system does not show

So to test the particle system .. have it when no power is triggered on the unmounted Default state
if it shows then you know its working and showing on the bones as needed ..

Now I suggest You redo the WeaponBlock codes and make the Weapon Primary ..

And to show the weapon anims in HERO_MODE just duplicate and add WEAPONSET_HERO_MODE for his attacks ..
SEE ARAGORN.INI for the blademaster power

--------------------------------------------------
Really should not be this hard to add a Blademaster Type power .. But when you change one thing like using a Secondary weapon you mess up alot
A heromode Weapon does not have to be to be a secondary weapon ...it works fine as a primary weapon in the WEAPONSET_HERO_MODE Weapon block



Always put the many above the few ...
That is why it did not work when you tried it ....
In aragon's INI the WEAPONSET_HERO_MODE is ABOVE not below

AnimationState				= FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
			StateName				= STATE_ready
			Animation				= ATKF
				AnimationName		= GUAragorn_SKL.GUAragorn_ATKF
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
			End
			Flags					= RESTART_ANIM_WHEN_COMPLETE
			FXEvent	= Frame:25 Name: FX_BladeMasterHitOrient
			FXEvent	= Frame:45 Name: FX_BladeMasterHitOrient
		End

		AnimationState				= FIRING_OR_PREATTACK_A
			StateName				= STATE_ready
			Animation				= ATKD
				AnimationName		= GUAragorn_SKL.GUAragorn_ATKD
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationPriority	= 3
			End
			Animation				= ATKE
				AnimationName		= GUAragorn_SKL.GUAragorn_ATKE
				AnimationMode		= ONCE
				UseWeaponTiming		= Yes
				AnimationPriority	= 2
			End
			Flags					=	RESTART_ANIM_WHEN_COMPLETE
		End



#28 Gourbish

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Posted 10 September 2011 - 10:14 PM

Like I said it before...

1) All works well for the UNMOUNTED state.

2) MOUNTED :
2.1) I tried to add a particle directly in the default MOUNTED state (without heromode) and it doesnt work. So there is a true problem with the bones !

2.2) EA used a bone which is not in the skeleton (!) so I tried a particle on this bone :
2.2.1) -> it works on default MOUNTED state.
2.2.2) -> it doesn't work on HEROMODE MOUNTED state.

2.3) I tried to use the heromode as PrimaryWeapon but there was no better things. And I said in a previous post why I choose to use a SecondaryWeapon after having tried a PrimaryWeapon.

So, I will try again new tests with heromode as PrimaryWeapon.

#29 Gourbish

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Posted 10 September 2011 - 10:53 PM

First victory...
The problems I encountered with PrimaryWeapon for heromode is solve : the state "FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE" as to be written BEFORE the state "FIRING_OR_PREATTACK_A".

But, I have always the problem for the particle :
-> in UNMOUNTED HEROMODE, particle is visible.
-> in MOUNTED HEROMODE, no particle is visible ! no particle is I use a bone from the skeleton, and no particle if I use the bone choosen by EA.


Moreover, I've just seen a small problem with the UNMOUNTED HEROMODE : the model plays no animation for a very short time however there is no problem like that in the MOUNTED HEROMODE.

So, to recap :

// UNMOUNTED HEROMODE :
- no particle showed
+ animation is good

// MOUNTED HEROMODE :
+ particle is well showed
- animation freezes for a short time


PS : Thank you to spend so much time to help me ! ;-)

#30 JUS_SAURON

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Posted 11 September 2011 - 12:05 AM

Let's deal with the particle showing first

SAVE BEFORE CONTINUING .. Backup now!

Do EXACTLY this ..


 Draw = W3DScriptedModelDraw ModuleTag_01

                OkToChangeModelColor = Yes

                DefaultModelConditionState                   
                        Model           = KUAgndrMnt_SKN
                        Skeleton        = KUKngMount_SKL
                        ParticleSysBone = SWORDBONE MordorFire FollowBone:Yes
                        ParticleSysBone = NONE MordorFire FollowBone:Yes
                End


...

this is where debugging comes in ..TRY this as the object without all the other modelConditionstates
And use a BONE that the model HAS !

I posted this before but you did not TRY or did not tell me what you saw

I want the Default state to have the FX on a bone that the model has
Check Renx and make sure the model has the bone name .. check on the Skeleton the model is using

and check the mounted state as well ...

ALSO you can use the FX triggered in HERO_MODE to have a particle system attached to a bone
The FX is ofcourse from the attributemodifier of the Heromode


FXList FX_NewHeromodeFX

	 ParticleSystem
            Name = GandalfStaffFlare
	    AttachToObject	= Yes
	    AttachToBone	= FINGERB2RIGHT ;;  or another bone
          End

End	


And for the anim freeze try reducing the UnpackTime for the mounted power

Edited by JUS_SAURON, 11 September 2011 - 12:07 AM.


#31 Gourbish

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Posted 11 September 2011 - 04:45 PM

I did what you ask me (and maybe more) : I commented all the anims and ModelConditionState. And I added ParticleSysBone directly in the defaults ModelConditionState (MCS).

-> I tested the MOUNTED model as DefaultModelConditionState.
In this case, the particle works on the bone.

-> After that I added a new MCS MOUNTED with the UNMOUNTED model (in fact it's reversed, ok ?).
In this case, the particle works on the good bone for each MCS.

-> So I reversed that to have good MCS : DefaultMCS is for UNMOUNTED model and MCS_MOUNTED is for... MOUNTED model.
In this case, the particle works on the good bone for each MCS, BUT for the MOUNTED model, there is another particle which is a duplicated version attached in the middle of the model. More precisely, I have the good particle linked to the sword, and another linked to the middle of the model.
It's very strange !!!

Now, I will uncomment each animations and MCS one by one to see if something makes the particle disappear.


A true debugging is in command line... Cause running and closing the game for each test takes so long time for nothing ! :wacko:

--- Post edited ---

All anims and MCS are reactivated, and I have these results :
- If particle is set to the "normal" MCS :
-> it works for the UNMOUNTED
-> the MOUNTED has 2 particles (!)

- If particle is set to the "heromode" MCS :
-> it works for the UNMOUNTED
-> it doesn't work for the MOUNTED if I use this line
ParticleSysBone	= SWORDBONE MordorFire FollowBone:Yes
But if I use this one
ParticleSysBone	= SWORDBONE MordorFire FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:10
The particle is displayed but... as there is the field "Persist", the particle is always displayed after the heromode power.


About the freeze of the animation when I activate the heromode on UNMOUNTED model, it's the TriggerModelConditionDuration which solve that stuff.

Edited by Gourbish, 11 September 2011 - 11:03 PM.


#32 JUS_SAURON

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Posted 13 September 2011 - 02:50 AM

At this point we have to concentrate on getting the Mounted Hero mode to Show the FX

Re-check the model conditions


 DefaultModelConditionState
			Model               = GUAragorn_SKN
		End
		
            ModelConditionState			= MOUNTED WEAPONSET_HERO_MODE USER_3
             Model				= guargnhrs_skn              	 
		WeaponLaunchBone    = PRIMARY PASSENGERBONE
		End


         	
            ModelConditionState			= MOUNTED WEAPONSET_HERO_MODE 
             Model				= guargnhrs_skn               	 
		WeaponLaunchBone    = PRIMARY PASSENGERBONE
		End

          ModelConditionState			= MOUNTED  USER_3
             Model				= guargnhrs_skn                  
		WeaponLaunchBone    = PRIMARY PASSENGERBONE
               ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
		End

		ModelConditionState = WEAPONSET_HERO_MODE USER_3
                        Model               = GUAragorn_SKN
			;ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes  
                         ParticleSysBone = BAT_RIBS Sparkle FollowBone:Yes  
			ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
                        ParticleSysBone = B_SWORDBONE    GandalfMoriaLightCenter_NEW   FollowBone:yes                    

		End

		ModelConditionState = WEAPONSET_HERO_MODE
                       Model               = GUAragorn_SKN
			; ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
                         ParticleSysBone = BAT_RIBS Sparkle FollowBone:Yes 
                         ParticleSysBone = B_SWORDBONE    GandalfMoriaLightCenter_NEW   FollowBone:yes                      

		End

		ModelConditionState = USER_3
                        Model               = GUAragorn_SKN
			ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
		End


             
   

     ModelConditionState			= MOUNTED
             Model				= guargnhrs_skn                	 
		WeaponLaunchBone    = PRIMARY PASSENGERBONE
		End


Here a bit of my aragorn's ini ..Notice the MOUNTED WEAPONSET_HERO_MODE USER_3 comes above the rest

ALWAYS put the many above the few ... or else the game would not even recognise the MOUNTED WEAPONSET_HERO_MODE

and instead read the MOUNTED ... ALWAYS even when as MOUNTED WEAPONSET_HERO_MODE

If that does not work I have one more suggestion ..but try that first

#33 Gourbish

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Posted 13 September 2011 - 10:29 AM

Yes I've understood that after previous tests and previous posts of you.
So here are all of my MCS (with the results I told you before) :
		DefaultModelConditionState
			Model			= KUAgndr_SKN
			Skeleton		= KUKng_SKL
		End

		ModelConditionState = MOUNTED WEAPONSET_HERO_MODE
			Model					= KUAgndrMnt_SKN
			Skeleton				= KUKngMount_SKL
			ParticleSysBone	= SWORDBONE MordorFire FollowBone:Yes ;FXTrigger:NONE Persist:SPAWN PersistID:100
		End

		ModelConditionState = MOUNTED
			Model			= KUAgndrMnt_SKN
			Skeleton		= KUKngMount_SKL
		End

		ModelConditionState = WEAPONSET_HERO_MODE
			ParticleSysBone = RIGHTHAND MordorFire FollowBone:Yes
		End

About your Aragorn, I can see that you don't have ParticleSysBone in the MOUNTED HEROMODE, did you try to add one in this MCS ? Does it work ?

#34 JUS_SAURON

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Posted 13 September 2011 - 10:27 PM

Aragorn Mounted did not have the bone for the Fx in the same place as the unmounted version
So I made the power an unmounted only one .. and made the MOUNT button unusable when in heromode


Try implementing the Fx via the attribute modifier instead .. only for the mounted Power



ModifierList HeroBladeMaster
	Category = SPELL
	Modifier = ARMOR 50%			
	Modifier = DAMAGE_MULT 200%		
	Duration = 30000  
        FX = FX_NewHeromodeFX    	 				 
End


...........................

FXList FX_NewHeromodeFX

         ParticleSystem
            Name = MordorFire
            AttachToObject      = Yes
            AttachToBone        = SWORDBONE ;;  or another bone that is available 
          End

End     


#35 Gourbish

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Posted 14 September 2011 - 01:11 PM

In this case, it works but the particle stay always alive after the power finished.
I think I will only use a standard FX like BladeMaster or CreateAHeroInvulnerability and it will be enough.

But if you want to completely solve this problem, I will try what you'll write. :-)

#36 JUS_SAURON

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Posted 18 September 2011 - 03:05 PM

The fx for the fire needs to be ammended for use in this way via the attribute modifier

SystemLifetime = 20

Copy and re-name the fire in FXparticlesystems.ini
then Add this line

SystemLifetime = 700 ;;

The value will have to be modified for the duration of the HERO_MODE

This will shut off the FX after it starts

#37 Gourbish

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Posted 14 October 2011 - 04:39 PM

Hi JUS_SAURON,

Really sorry for the lack of news... I tried your stuff and it works !
So great thanks for all the time you spent to help me.




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