bones don't work? |
bones don't work? |
26 Jul 2009, 7:49
Post
#1
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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 This post has been edited by GodofDeath: 26 Jul 2009, 8:25 |
|
|
26 Jul 2009, 8:56
Post
#2
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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
-------------------- |
|
|
26 Jul 2009, 20:02
Post
#3
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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?
Attached File(s)
|
|
|
27 Jul 2009, 10:35
Post
#4
|
|
Group: Dev. Team Posts: 276 Joined: 10 June 2009 From: Austria Member No.: 123 |
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'. |
|
|
28 Jul 2009, 0:54
Post
#5
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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.
Attached File(s)
step1.jpg ( 98.16K )
Number of downloads: 7
step2.jpg ( 97.23K ) Number of downloads: 2 step3.jpg ( 97.79K ) Number of downloads: 2 step4.jpg ( 98.59K ) Number of downloads: 3 step5.jpg ( 98.22K ) Number of downloads: 4 step6.jpg ( 98.24K ) Number of downloads: 4 step7.jpg ( 97.26K ) Number of downloads: 1 weird_2.JPG ( 10.53K ) Number of downloads: 9 weird3.JPG ( 51.15K ) Number of downloads: 21 |
|
|
28 Jul 2009, 9:29
Post
#6
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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. Your only hope in which case is to let someone else export it for you. -------------------- |
|
|
29 Jul 2009, 15:01
Post
#7
|
|
Group: Dev. Team Posts: 276 Joined: 10 June 2009 From: Austria Member No.: 123 |
Strange. Never happened to me.
|
|
|
29 Jul 2009, 20:38
Post
#8
|
|
Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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. |
|
|
31 Jul 2009, 0:16
Post
#9
|
|
Crazy Modder Group: Members Posts: 4 Joined: 19 July 2009 From: U.S.A. Member No.: 278 Stop reading my description text! |
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 here. -Jordan |
|
|
Lo-Fi Version | Time is now: 19 April 2024 - 22:26 |