Tauns Posted July 30, 2015 Posted July 30, 2015 Hi guys!I'm learning how to do throwable stuff *click* I use 3ds Max 2015, with all plugins needed. I imported r2d2 model, deleted it's original skeleton, imported skeleton provided author of throwable stuff, and weighted model to Bone01, as the author says. Linked whole mesh, to mesh_root, and exported as model.glm. Made toss_astro folder, put in in model.glm, with textures, .skin file, made an .npc file. Phew! That's all. Yet, game crashes as I try to spawn my toss_astro :/ I'll send .pk3 to anyone who is willing to help me.Thanks in advance!
Langerd Posted July 30, 2015 Posted July 30, 2015 Hi guys!I'm learning how to do throwable stuff *click* I use 3ds Max 2015, with all plugins needed. I imported r2d2 model, deleted it's original skeleton, imported skeleton provided author of throwable stuff, and weighted model to Bone01, as the author says. Linked whole mesh, to mesh_root, and exported as model.glm. Made toss_astro folder, put in in model.glm, with textures, .skin file, made an .npc file. Phew! That's all. Yet, game crashes as I try to spawn my toss_astro :/ I'll send .pk3 to anyone who is willing to help me.Thanks in advance! Check it in the model viewer. Maybe it will show You some errors
Tauns Posted July 30, 2015 Author Posted July 30, 2015 "Model has 17 surfaces, but only 1 of them are connected up through the heirarchy, the rest will never be recursed into"I'll investigate that. xDEdit: Altough I'm sure the hierarchy was set correctly, now when I opened that glm again, it was a mess. Strange.
Langerd Posted July 30, 2015 Posted July 30, 2015 I was having the same trouble when i was making the teensies. Dont know what was the main issue but it happend after i by mistake parent hips to the torso of the model. Everything was screwed up.Make sure Your model parts are parent to each other in the good way. Not sure how exactly work with glm sometimes.Also You cant scale the bones and skeleton i think. It will crash your model completely.
Tauns Posted July 30, 2015 Author Posted July 30, 2015 Found&Fixed some relationship problems within meshes, and it worked! Thanks! Langerd likes this
Archangel35757 Posted July 30, 2015 Posted July 30, 2015 @@Tauns-- so you're using the new 3dsMax 2015 dotXSI exporter I uploaded for part of your workflow? If so, how about a review and vote on it in the Utilities section?
Tauns Posted July 30, 2015 Author Posted July 30, 2015 @@Tauns-- so you're using the new 3dsMax 2015 dotXSI exporter I uploaded for part of your workflow? If so, how about a review and vote on it in the Utilities section?@@Archangel35757, I'd love to give you a review, but I'm using Scooper's glm importer/exporter. Sorry ^^'
Tauns Posted July 31, 2015 Author Posted July 31, 2015 Well, now the problem is, my toss_astro is always levitating. No idea why :/
Keyten Posted July 31, 2015 Posted July 31, 2015 Try to use default r2d2 npc with grippable class. Example: r2d2 { playermodel r2d2 weapon WP_NONE headYawRangeLeft 180 headYawRangeRight 180 headPitchRangeUp 0 headPitchRangeDown 0 torsoYawRangeLeft 0 torsoYawRangeRight 0 torsoPitchRangeUp 10 torsoPitchRangeDown 10 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 playerTeam TEAM_NEUTRAL enemyTeam TEAM_NEUTRAL // race bot // class CLASS_R2D2 class CLASS_STORMTROOPER yawSpeed 120 runSpeed 150 walkSpeed 50 height 40 width 12 hFOV 120 vfov 45 snd r2d2 }
Tauns Posted July 31, 2015 Author Posted July 31, 2015 It has already class_stormtrooper in .npc file i wrote
Langerd Posted July 31, 2015 Posted July 31, 2015 @@Tauns make a screenshot in the 3D program. The bone is only the origin in my opinion
Asgarath83 Posted July 31, 2015 Posted July 31, 2015 Can be a model_root origin problem. D: too height.but also a floating r2d2 is cutie :3 Langerd likes this
Langerd Posted July 31, 2015 Posted July 31, 2015 Can be a model_root origin problem. D: too height.but also a floating r2d2 is cutie :3Add the effect of the jet flame and it will float like in the Lego star wars
Tauns Posted July 31, 2015 Author Posted July 31, 2015 Add the effect of the jet flame and it will float like in the Lego star wars Lol sure. @@Asgarath83, so before weighting I should lower it to some point, and then weight/rig?
Asgarath83 Posted July 31, 2015 Posted July 31, 2015 moLol sure. @@Asgarath83, so before weighting I should lower it to some point, and then weight/rig?model root and stupidtriangle_off need to be ever to the origin 0 0 0 of blender \ max project. Langerd and Tauns like this
Langerd Posted July 31, 2015 Posted July 31, 2015 momodel root and stupidtriangle_off need to be ever to the origin 0 0 0 of blender \ max project. Funny thing ... stupidtriangle_off is not needed for player model. @@Tauns pokaż mi zdjęcie z programu. Myślę że wystarczy podnieść cały model (albo go obniżyć) i zostwić kość w tym samym miejscu. Ni wiem Tak mi się wydaje Tauns likes this
Asgarath83 Posted July 31, 2015 Posted July 31, 2015 Add the effect of the jet flame and it will float like in the Lego star wars No jets! secret antigravitational repulsive device! Langerd likes this
Langerd Posted July 31, 2015 Posted July 31, 2015 Have a look, @LangerdMaybe it is stupid idea but try to move the model down and up and check if it will work that way. Dont move the bone. Save the file and make the backup of it because i dont know if this will not crash You model. Po prostu zapisz sobie pod inną nazwą , model R2 wciągnij trochę w dół a kość zostaw w tej pozycji która jest. możliwe że wtedy przestanie latać na ziemią. Kannos'v Lightdust and Veosar like this
Tauns Posted July 31, 2015 Author Posted July 31, 2015 @Langerd, Ale on tu wisi minimalnie nad powierzchnią, a tam to jego głowa jest na równi z głową kyle'a :/
Langerd Posted July 31, 2015 Posted July 31, 2015 No jets! secret antigravitational repulsive device! You know whaqt would be cool? To make force push make the player float higher @@Tauns Przenieś model tak by jego środek był na dolnej końcówce kości. Pamiętaj że zmieniłeś też skalę modelu w pliku npc
Tauns Posted July 31, 2015 Author Posted July 31, 2015 toss_astro{fullName "Really Awesome Astro"playerModel toss_astroweapon WP_NONErank captainplayerTeam TEAM_NEUTRALenemyTeam TEAM_NEUTRALclass CLASS_STORMTROOPERhealth 10000movetype walk}@Langerd To cały .npc jakby coś.
Archangel35757 Posted July 31, 2015 Posted July 31, 2015 It would be nice if this "throwable mod" would also create an underhand toss animation for the player... in addition to the standard throw animation
Asgarath83 Posted July 31, 2015 Posted July 31, 2015 the models foot are too hight respect to the 0 axys of the grid D: move down until they touch the black horizontal line.
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