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Albrecht Von Hesse
03-15-08, 07:11 PM
What/where (if anywhere) determines how a model behaves in game? In particular I'm asking about depth charges. The ones that roll off the rack fall on their sides and sink on their sides. However, the ones fired by the Y and K guns tumble like mad as they go through the air, and continue tumbling as they sink, although that tumbling gradually slows.

What determines how the depth charge acts as it sails through the air and sinks through the water?

Madox58
03-17-08, 05:27 PM
The DC Racks have KeyFrame animations built into the dat that controll the barrels.
The K and Y do not.
So, I'd say the K and Y Barrels may be hard coded Key Frame animations.
Like the props on ships and subs.
There are many hard coded Key Frame animations.
The swinging food on subs is another example.
They use a pendulum controller with no user changeable settings.

Albrecht Von Hesse
03-17-08, 05:52 PM
The DC Racks have KeyFrame animations built into the dat that controll the barrels.
The K and Y do not.
So, I'd say the K and Y Barrels may be hard coded Key Frame animations.
Like the props on ships and subs.
There are many hard coded Key Frame animations.
The swinging food on subs is another example.
They use a pendulum controller with no user changeable settings.

Ugh. :stare:

I'd wanted (and hoped) to get the Mark 9 depth charges to sink, well . . . like Mark 9's were supposed to: nose down. It seems as if I won't be able to do that then. --sighs--

Thanks for the reply!

Madox58
03-17-08, 05:56 PM
All is not lost!!
Since you want to create a new Depth Charge,
Just create a new Key Frame animation sequence!
S3D now allows for this.
Following how the DC Racks animations work should give you all the information
you need to figure it out.
;)

Albrecht Von Hesse
03-17-08, 06:06 PM
All is not lost!!
Since you want to create a new Depth Charge,
Just create a new Key Frame animation sequence!
S3D now allows for this.
Following how the DC Racks animations work should give you all the information
you need to figure it out.
;)

Is that all?:rotfl: :rotfl: I pulled my hair out just getting this to work as it is! --grins--

However, that's great news! I'll just have to play with it then (and figure out how that works, how to edit and create KeyFrame animations, etc. :p ) and I'll be cooking with gas!

In all seriousness though, thanks very much for your advice! I sincerely appreciate it!

Madox58
03-17-08, 06:14 PM
Another thing you could do.
Use the Effects Choices controller.
When your DC hits a preset depth it gets replaced by one pointing
down.
Use multiple objects with multiple Effects Choices controllers?
You have a DC that appears to rotate to the desired position.
It would be no more system demanding then a Key Frame animation.
Maybe less so.
;)

Albrecht Von Hesse
03-17-08, 06:51 PM
Another thing you could do.
Use the Effects Choices controller.
When your DC hits a preset depth it gets replaced by one pointing
down.
Use multiple objects with multiple Effects Choices controllers?
You have a DC that appears to rotate to the desired position.
It would be no more system demanding then a Key Frame animation.
Maybe less so.
;)

Searched . . .

Found . . .

Got . . .

Off now for several 6-packs . . .

My head is splitting looking at the expanded Keyframe animation data . . . prolly going to need a keg or three . . . :doh:

Madox58
03-17-08, 06:58 PM
:o
:nope:
;)
:rotfl: :rotfl:

Myxale
03-17-08, 07:16 PM
:o:rotfl: Spoken like a true sailor!

DDD!

Drink; Drank; Dive!

Albrecht Von Hesse
03-17-08, 07:20 PM
Another thing you could do.
Use the Effects Choices controller.
When your DC hits a preset depth it gets replaced by one pointing
down.
Use multiple objects with multiple Effects Choices controllers?
You have a DC that appears to rotate to the desired position.
It would be no more system demanding then a Key Frame animation.
Maybe less so.
;)

Actually, if you could point me to a file (or files) that use Effects Choices, I'd be muchly obliged and grateful.

Madox58
03-17-08, 07:39 PM
Don't remember where it's at right now.
:doh:
Could be the 6 pack messing with me.
;)
But here's the hex extracted.
http://www.mediafire.com/?km9yrhwyx7h

Everytime I use a controller, I save it extracted in hex format.
That way they are quit handy for neat things.
;)

Fury of a Seraph
03-17-08, 07:59 PM
-=shoots self in head at Quaturnian Rotation Keyframes=-

Madox58
03-17-08, 08:17 PM
Oh Thanks!!
Everytime I hear or read that word?
My head hurts!!!
:nope:
:rotfl:

Albrecht Von Hesse
03-18-08, 06:45 PM
Don't remember where it's at right now.
:doh:
Could be the 6 pack messing with me.
;)
But here's the hex extracted.
http://www.mediafire.com/?km9yrhwyx7h

Everytime I use a controller, I save it extracted in hex format.
That way they are quit handy for neat things.
;)

Thanks for the file. Very thoughtful!

Alas, I'm a hack at straight hex editing. The only way I've (so far) managed to do any editing it with skwasjer's Silent 3ditor. If I continue with the mod-bug I most likely will learn hex but, for now, that might as well be Chinese. :oops:

Madox58
03-19-08, 04:49 PM
I'll export a chunk with S3D and see what it looks like.
It should be hex, but with a different extension.
then you could just rename and use S3D with it.

Albrecht Von Hesse
03-19-08, 04:57 PM
I'd be deeply indebted! Thanks!

skwasjer
03-19-08, 05:57 PM
A raw chunk export is fully raw (no S3D specific headers or data), so it should be ok :up:

Just use a .rawchunk extension.

And EffectChoices are found in data\Library\particles.dat. Open up, CTRL+F, Type 'Effect', Find Next... ;)

Madox58
03-19-08, 06:47 PM
Coolieo!
So I save chunks with the extension .hex
Just rename it to .rawchunk
:up: