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03-18-14, 08:59 AM | #2356 |
Ace of the Deep
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That is a good idea. Well, I sent you and privateer a message, but TDW's message box is full As usual.
So here is the file. https://www.dropbox.com/s/cdctygiivb..._Mar13_test.7z test mission: https://www.dropbox.com/s/b42f4t24cke8bod/MineTest.7z |
03-18-14, 09:03 AM | #2357 | |
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03-18-14, 04:47 PM | #2358 |
Stowaway
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03-18-14, 05:04 PM | #2359 |
Ace of the Deep
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Thank you guys very much!
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03-18-14, 05:30 PM | #2360 |
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Max, looking into your GR2 file I have found the following possible causes of it not being collisionable yet:
Moreover, I have the following additional suggestions (not related to collision detection):
I will keep you informed in case I find other possible mistakes |
03-20-14, 11:12 AM | #2361 |
Ace of the Deep
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Hey gap,
Thanks for looking it over, I really appreciate it. At this point I'm not that worried about the cosmetics stuff (like using same model for the dmg), it is the fact of making it work that is annoying me. I have re-done everything as you have suggested and still unable to make it work. There are coupole of things happen: 1) If I try and delete what used to be MK17_SeaMine_body bone at any point of time, while re-assigning the mesh itself to the root bone: Goblin will not show that mesh any longer (I'll send you an example). 2) Through bone-binding moving body mesh to the root bone and leaving the other bone as is: cannot change names of the bones w/o affecting the meshes and vice versa, as I have mentioned previously. 3) Even with all the advices taken into account and name assignment proper, the collision does not work. I'm really starting to think is it possible that I am not doing it correctly when I actually bring the GR2 file over into Sh5 and assign controllers/collisions/dmg in Goblin Editor? Not sure. Will try something today again and will see if it works. |
03-20-14, 02:12 PM | #2362 | |||
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change MK17_SeaMine_body's parent to -1 (World); move all the bones previously linked to MK17_SeaMine, to MK17_SeaMine_body; remove MK17_SeaMine; rename MK17_SeaMine_body (mesh and relative bone) to MK17_SeaMine Quote:
If you don't succeed moving visible meshes to main model's bone, better having two SH3ZonesCtrl controllers: one with damage boxes on the main bone, and the other will collision spheres on MK17_SeaMine_body (the one that the model visible is directly linked to). Dunno if this structure is really required, but most SH5 units I have seen use it. Last edited by gap; 03-20-14 at 02:23 PM. |
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03-20-14, 02:17 PM | #2363 | ||
Ace of the Deep
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03-20-14, 03:46 PM | #2364 | |
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Found another mistake by the way: the damage zone of your model has no type assigned. Should be 221 (mine) Let me know |
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03-24-14, 04:47 PM | #2365 |
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@ TDW (again)
While helping Targor with his floating mine I have met a few more drabacks which are probably related to the file that we imported the model in. I can post a full report, if you are still into improving your editor |
03-24-14, 04:57 PM | #2366 |
Black Magic
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I'm always willing to fix errors. Not sure when I'll get to it but post away Exciting times with my patcher currently
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03-24-14, 05:11 PM | #2367 |
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I will draft a report later tonight or tomorrow. Please check this thread again whenever you can
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04-04-14, 10:34 AM | #2368 | ||
Ace of the Deep
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I'm not even sure how can I run the check to see what is missing from the file or structure at this point. |
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04-05-14, 09:11 AM | #2369 | |
Black Magic
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04-06-14, 12:17 PM | #2370 | |
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Have you also tested my version of your mine unit? |
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