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SWR Productions Forum _ Generals/Zerohour Modding _ bones don't work?

Posted by: GodofDeath 26 Jul 2009, 7:49

I have an a10 Thunderbolt unit It has a bunch of bones along the wings, In RENX they are: WEAPONA01 - WEAPONA06 and there is also

my a10 unit has 2 weapons primary is Vulcan cannon, secondary is missiles

WeaponSet
Conditions = None
Weapon = PRIMARY A10Vulcan
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY A10Missiles
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

The original a10 has this code, Im not sure what it does, but I added it anyway,

Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = WeaponA01
ExtraPublicBone = WeaponA02
ExtraPublicBone = WeaponA03
ExtraPublicBone = WeaponA04
ExtraPublicBone = WeaponA05
ExtraPublicBone = WeaponA06

The problem is that the missiles don't fire from their designated bones, they fire from the center of the object.
what am I doing wrong?

DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponMuzzleFlash = SECONDARY WeaponA ;MuzzleFX01
WeaponFireFXBone = SECONDARY WeaponA ;Muzzle01
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
End

Posted by: Zeke 26 Jul 2009, 8:56

In RenX, select all your bones, go to the 'W3D tools' under the 'utilities' tab, and make sure that the "Export Transform (Bone)" checkbox is checked

Posted by: GodofDeath 26 Jul 2009, 20:02

QUOTE (Zeke @ 25 Jul 2009, 21:56) *
In RenX, select all your bones, go to the 'W3D tools' under the 'utilities' tab, and make sure that the "Export Transform (Bone)" checkbox is checked

thank you It works but that apparently wasn't the problem.

I had to add
WeaponLaunchBone = SECONDARY WeaponA
into the code too.

but now Im getting some sort of weird graphical error.
whats wrong with the muzzle flash?

 

Posted by: Stalker 27 Jul 2009, 10:35

Yes, If your weapon has a visible Projectile you always need a WeaponLaunchBone.

As for your error: Your MuzzleFlash's Material has the wrong blend settings. You need to set it to 'add'.

Posted by: GodofDeath 28 Jul 2009, 0:54

I have it set to add and there is no change.
I am not sure If im doing something wrong,
Here is what I did:

1. opened my model (its the a10 thunderbolt)

2. Selected the muzzle flash mesh and opened the material editor.

3. Under vertex material, all I did was change the "emissive" box to white.

4. Under shader tab I set blend mode to add.

5&6. Under texture tab I selected my texture file. It was extnkmzl01.tga

7. I then pressed "assign to selection"

8. The last two screen shots show my results, one of me also trying to add headlights to a Humvee variant I made.

Help please.





 

Posted by: Zeke 28 Jul 2009, 9:29

Headlight use the alpha blend shader.

You might have the same problem as Chris, in rare occasions the w3d shaders just refuse to work for some people, we call it the shader curse. sad.gif

Your only hope in which case is to let someone else export it for you.

Posted by: Stalker 29 Jul 2009, 15:01

Strange. Never happened to me.

Posted by: GodofDeath 29 Jul 2009, 20:38

ok I am going to try putting the texture file for the muzzle flash and light beams in the texture folder, Im not sure if that will do anything but we'll see.
If not, can I upload the gmax file to the thread, like in the attachments?

thanks for the help.

Posted by: Jordan 31 Jul 2009, 0:16

You don't have to add the textures in the textures folder. That won't do anything anyways.

To fix the muzzle flashes, just set the blend mode to Add.

However, headlights are tricky. You have to adjust the Ambient, Diffuse, Specular, and Emissive colors in the Vertex Materials tab so that the top two are gray, and the bottom two are white. See the bottom picture below:



This came from a tutorial http://www.sleipnirstuff.com/forum/kb.php?t=9021.

-Jordan

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