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xanatos

Member Since 25 Jan 2008
Offline Last Active May 24 2009 02:57 PM

Posts I've Made

In Topic: skinning new models

02 May 2008 - 06:46 AM

It can be an object, a bone, a dummy, a point, a proxy, etc. I usually use points or dummies for my bones so I don't accidentally convert them to objects.

Just make sure that the pivot point has the red arrow pointing in the direction you want it to. Angle snap toggle comes in handy here, it makes you rotate things in increments of 5 degrees.


I have got the hard points to connect but all the weapon hardpoints dont shoot. Here is the code i was using to test the weapon haed points:

<HardPoint Name="HP_Dreadnaught_Weapon_FL">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text>
<Health>350.0</Health>

<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Unit_Hardpoint_Laser_Death</Death_Explosion_SFXEvent>

<Attachment_Bone>HP_F-L_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-L_COLL</Collision_Mesh>
<Damage_Decal>HP_B-L_BLAST</Damage_Decal>
<Damage_Particles>HP_B-L_EMITDAMAGE</Damage_Particles>

<Death_Breakoff_Prop> Hardpoint_Breakoff_AAFrigate_Weapon_BL </Death_Breakoff_Prop>

<Damage_Type> Damage_Assault_Frigate </Damage_Type>
<Fire_Bone_A>FP_B-L_00</Fire_Bone_A>
<Fire_Bone_B>FP_B-L_01</Fire_Bone_B>
<Fire_Cone_Width>360</Fire_Cone_Width>
<Fire_Cone_Height>360</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Large_Laser_Cannon_Red</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>4</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1400.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent>


<Fire_Inaccuracy_Distance> Fighter, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>

</HardPoint>

In Topic: skinning new models

05 April 2008 - 06:35 AM

thanks thats working fine now,
last question hopefully how do i add bones to my model to mount hardpoints onto?

In Topic: skinning new models

04 April 2008 - 07:34 AM

Download the editor. Install it. Go to Mods/Source/Art/Shaders and copy everything in there to 3ds Max #/maps/fx

Then make sure you're running dx 9 mode and choose the shader.


Thanks with the modeling help got it worked out, but in game every thing still passes through my model is there an option somewhere to make it solid?

In Topic: skinning new models

04 April 2008 - 01:34 AM

Don't. Use one of the shaders that came with the EaW or FoC Map Editor.

Sorry to sound like an idiot but how do I do that?

In Topic: skinning new models

03 April 2008 - 05:04 AM

Did you use a shader to apply the skin?

i used the defualt blinn shader