ty so much will look into it
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Posted by Tony33 on 16 March 2021 - 12:36 AM
ty I got to know the mindset behind this ability mechanics.
Btw, hardpoints being hardcoded like this is a sad thing. Something like tactical marine in DoW2 with unlimited times of research to swap different gears or commander's wargear panel would add some more flavor to DoW1 if it is possible (though afaik, wargear systems work totally different between these two games).
Posted by Tony33 on 18 February 2021 - 01:57 PM
I finished my first original model for the Hammerfall bunker. And would like to try out the aforementioned method to set bones for specific animation files.
But before all that, I want to know what is a good reference polygon number to find a balance between graphics and performance? How many polygon is a good starting ground to aim for if this structure intended to be a 3x3 size in-game?
HmmrFllBnkr.PNG 367.74KB 0 downloads
This model is a hi-poly monster for sure (already 18k polygons now lol and without converting all polygons into triangles), and I would need to revisit and reduce unnecessary polygon before further texturing, animating and importing into OE.
Posted by Tony33 on 09 February 2021 - 10:31 AM
I searched for some fx tutorials and learn that fx_target_group_name (found in event property in OE) I used in my testing models not match their setting in-game and direct to other hardpoint. Since I also use a custom defined hardpoint motion variable, so I added the custom value in EventGroupNames.lua found in ModTools/ToolsData. And the fx of my laser cannon can match correctly to where the hardpoint actually attacking.