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Problem with geometry


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#1 Ruudy

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Posted 22 September 2013 - 10:01 AM

Hey. I have a problem with a geometry. I made new wall for gondor castle. But geometry does not work

3a08af16c598a5f555ea70f25ad25114.jpg

Object GondorCastleWallNew

SelectPortrait = BPCastleWall
Draw = W3DScriptedModelDraw Draw_Wall
OkToChangeModelColor = Yes

WallBoundsMesh = P1

DefaultModelConditionState
Model = gbdwall_skn
End

ModelConditionState = WORLD_BUILDER
Model = gbdwall_skn
End

ModelConditionState = BASE_BUILD SNOW
Model = gbdwall_a
Texture = gb_deff_wall.tga gb_deff_wall_sw.tga
End
ModelConditionState = BASE_BUILD
Model = gbdwall_a
End
AnimationState = BASE_BUILD
StateName = STATE_None
Animation
AnimationName = gbdwall_a.gbdwall_a
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.5 ; keep range wide to avoid lockstep anims
End
End

ModelConditionState = JUST_BUILT SNOW
Model = gbdwall_a
Texture = gb_deff_wall.tga gb_deff_wall_sw.tga
End

ModelConditionState = JUST_BUILT
Model = gbdwall_a
End
AnimationState = JUST_BUILT
StateName = STATE_None
Animation
AnimationName = gbdwall_a.gbdwall_a
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End



;-- building being constructed
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = gbdwall_a
Texture = gb_deff_wall.tga gb_deff_wall_sw.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = gbdwall_a
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = gbdwall_a
AnimationName = gbdwall_a.gbdwall_a
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End

ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = gbdwall_a
Texture = gb_deff_wall.tga gb_deff_wall_sw.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = gbdwall_a
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = gbdwall_a
AnimationName = gbdwall_a.gbdwall_a
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
End



;--damaged building

ModelConditionState = DAMAGED
Model = gbdwall_d
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End

ModelConditionState = REALLYDAMAGED
Model = gbdwall_d2
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = gbdwall_d2.gbdwall_d2
AnimationMode = ONCE
End
End

ModelConditionState = RUBBLE
Model = gbdwall_d2a
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End

AnimationState = RUBBLE
EnteringStateFX = FX_StructureMediumCollapse
Animation = RubbleAnimation
AnimationName = gbdwall_d2a.gbdwall_d2a
AnimationMode = ONCE
End
End

ModelConditionState = POST_RUBBLE
Model = gbrubbles_skn
ParticleSysBone NONE SmokeBuildingMediumRubble
End

ModelConditionState = POST_COLLAPSE
Model = gbrubbles_skn
ParticleSysBone NONE SmokeBuildingMediumRubble
End

ModelConditionState = SNOW
Model = gbdwall_skn
Texture = gb_deff_wall.tga gb_deff_wall_sw.tga
End

End


;----------------------- AUDIO -------------------------

VoiceSelect = Gui_PlotSelect

SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:WallDie Animation:GBCASTWALL_UD3.GBCASTWALL_UD3 Frames:0
End


; ***DESIGN parameters ***
DisplayName = OBJECT:GondorCastleWall
EditorSorting = STRUCTURE
Side = Men
BuildTime = CASTLE_WALL_REBUILD_TIME
BuildCost = CASTLE_WALL_REBUILD_COST
ShroudClearingRange = 160

ArmorSet
Conditions = None
Armor = GondorCastleWall
DamageFX = MinasWallADamageFX
End

; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR SELECTABLE NOT_AUTOACQUIRABLE ;;;should this get autoacquired, or not? NO! or attack move will fail to enter the gate!
RadarPriority = STRUCTURE
VisionRange = GONDOR_ARCHER_VISION_RANGE
KeepSelectableWhenDead = Yes
CommandSet = GenericSelfRepairCommandSet

Body = ActiveBody ModuleTag_02
MaxHealth = GONDOR_CASTLE_WALL_HEALTH

GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End

Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End

Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
End

Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End

Behavior = KeepObjectDie ModuleTag_IWantRubble
End

Behavior = CastleMemberBehavior ModuleTag_CMB
CountsForEvaCastleBreached = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
ObjectFilter = ALL -MACHINE
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End

Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_NumenorStonework
AttributeModifier = NumenorStonework_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End

Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
DeathTypes = ALL
StartsActive = Yes
ActiveDuringConstruction = Yes
DeathWeapon = CastleWallDeath
End

Behavior = FireWeaponWhenDeadBehavior FireDeadTag2
DeathTypes = ALL
StartsActive = Yes
ActiveDuringConstruction = Yes
DeathWeapon = StandardWallDeath
End

Geometry = BOX
GeometryMajorRadius = 22.0
GeometryMinorRadius = 90.0
GeometryHeight = 53.0
GeometryOffset = X:-3 Y:0 Z:0

AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-80 Z:0

AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:80 Z:0

AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y: 98 Z:0
GeometryName = Bookend

AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-98 Z:0
GeometryName = Bookend

GeometryContactPoint = X:-29.397 Y:0.326 Z:108.421 Swoop
GeometryContactPoint = X: 40 Y:-70 Z:0 Grab
GeometryContactPoint = X:-40 Y:-60 Z:0 Grab
GeometryContactPoint = X: 23 Y:-40 Z:0 Grab
GeometryContactPoint = X:-18 Y:-40 Z:0 Grab
GeometryContactPoint = X: 23 Y: 40 Z:0 Grab
GeometryContactPoint = X:-40 Y: 40 Z:0 Grab
GeometryContactPoint = X: 40 Y: 60 Z:0 Grab
GeometryContactPoint = X:-40 Y: 70 Z:0 Grab


GeometryIsSmall = No
GeometryRotationAnchorOffset = X:375.0 Y:0.0
Shadow = SHADOW_VOLUME
End

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#2 Lauri

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Posted 22 September 2013 - 10:25 AM

Is it just a copy of the normal wall? Did you name any meshes P1?

 

The best way to check the Geometry is to get it into Worldbuilder. There you can hook on a setting which displayes the geometry for selected objects.


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#3 Ruudy

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Posted 22 September 2013 - 10:46 AM

Is it just a copy of the normal wall? Did you name any meshes P1?

 

The best way to check the Geometry is to get it into Worldbuilder. There you can hook on a setting which displayes the geometry for selected objects.

Yes,it's like normal wall. Yep, there'are mesh with name P1.


Edited by Ruudy, 22 September 2013 - 10:46 AM.

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#4 Ruudy

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Posted 22 September 2013 - 12:54 PM

Ok, geometry does not work in unpacked castle...


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#5 Ruudy

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Posted 23 September 2013 - 12:04 PM

SOLVED!


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#6 MattTheLegoman

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Posted 23 September 2013 - 12:53 PM

Tell us what you did to solve it! And then you can mark your own post as the answer. ;p

 

I actually want to know as I am learning to ropes to modding as well and when things like this are solved I learn as well. ;D


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#7 GiushFirst

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Posted 21 January 2021 - 11:40 PM

I decided to make the castle of Mordor in the style of BFME I. created a model of the wall of Mordor based on the model of the wall of Rohan so that the geometry of the model matches. then Rohan's base was remade into Mordor.

I started the game, hired warriors and this is where my problems began: the units ignore the wall and go through it.

Then I wrote the code of the wall of Rohan into the code of the wall of Mordor (I left only the name from Mordor) and it worked. Units no longer ignored the wall and could walk on the wall.

Is it my model's fault? But I don't understand what I'm doing wrong. I'm making a platform(P1) so that units can walk on it.


Here is a video of what my problem looks like:






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