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And I totally need to take screenies of video of the extra-giant sea mine... Just for LOLs :) |
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@ Trevally Giving the last touch-ups to the revised balloon. Mostly small texture improvements and material property settings. Work on the model and on its importing is finished. |
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data\Textures\TNormal\tex\Mine_Chain.dds :salute: |
well, here are the results....
The models load, the is no lag, the game does not crash. Looks good too. But.... 1) I somewhere messed up with collision.. Boat just goes through the mines. 2) all of the mines are ABOVE the water. I thought that they were supposed to be kind of all over the place (under the water, tipping out) 3) And I still need to add chain. Which I will. And will move the center of the object lower, almost same as the original mines. |
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1. a collision model; 2. a collisionable object controller in the zon file; 3. one or more collision spheres surrounding entirely the object; 4. a damage box set to type 221 (Mines) or any other custom zone you might want to use 5. the torpedo explosion effect triggered by the assigned damage box (for Zone 221, i.e. 'old' OH's mines, it is stored in data\Library\Mine_Explosion.dat) Quote:
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As far as I can see from stock units, the collisionable object is usually placed on the main bone, and collision spheres are assigned to the same bone having the collision model as child. There is more freedom about damage zones, but a good part of them is usually owned by the main bone. Quote:
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Trial and error is my way it seems :) |
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I don't know if equipments support the usage of the FollowParent controller, but probably yes. The main problem is that, provided that the chain is going to be a granny obect, you won't be able to put any controller straight on it. You can try placing the controller in a sim file, but I doubt it wold work (animation controllers are quite picky regarding their location). A possible workaround that came to my mind, is creating a dummy chain equipment as a dat object owning the appropriate controller, and linking the GR2 chain to it, through MargeCtrl and prt file. Quote:
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Well, tiling is not working very well in materials/textures in GR2... At least not new, not that I was able to find to edit... Eeeesh... :hmmm:
Spent 4 hours yesterday trying to re-edit files and import a chain into GR2.... for some horrible reason GR2 just did not like the exported from .dat chain. Just no. Broke GR2 file every single time. Which is annoying somewhat. Also, as a note, you cannot delete subsets from collision object. If you have more than 1 subset on collision object, it will not let you. Also, deleting some bones is possible without breaking the file. And some bones can't be. So far no patter was found, so trial and error every single time. |
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The renaiming of bones/meshes & deleting of materials: the bane. I found only one solid way to rename bones/meshes: HEX editor. This way puts a restriction that is extremely important: the length of the names MUST MATCH (that is why you see on my MK17 bones with like ..."0001"). But it is the only sure and good way to rename any of the bones/meshes/skeletons/models. Material.. Ugh... Most of the time I try and use existing materials. But sometimes it is just not possible or there are extra materials that I just plainly don't need. There is one GR2 editor (I'll post the version later, have to look at it when get home) that deletes materials just fine. The file also works with no problems in Goblin. But you definately brake something, as the latest GR2 will no longer open the file, stating that material pointer is missing. So I save this procedure to the last moment. |
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...I am always a bit afraid to delete old file versions, even though I have more recent, working, versions... you never know. Quote:
Of course I have checked that files saved with v 320.1 of GR2 editor open correctly in the latest version of TDW's tool, as well as in Goblin and in game (I will post some screenies taken in game later). On the other hand, the balloon won't open in GR2E v 332.1 (which I use commonly for bone editing), but this has nothing to do with my editing of it in v 320.1, as the former version also refuses to open the files that you originally sent to me... Quote:
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Barrage balloon cable update + screenies
http://img23.imageshack.us/img23/3561/r68g.jpg
Get it from here: http://www.mediafire.com/?072kg5r9bn6tq1e Change list:
Todo list:
The present update is fully working and, not including damage/collision controllers, should be immune from crashes. For quick testing, I have included within the same package a custom mission where five stuka's fly through (literally) a balloon barrage field of ten balloons placed at various altitudes. I think Trevally can start placing balloons in campaign, while I work on ironing out the aforementioned limitations. A few more screen shots taken in game now: :sunny: http://img24.imageshack.us/img24/2369/91du.jpg http://img837.imageshack.us/img837/1898/kt69.jpg http://img542.imageshack.us/img542/623/umtx.jpg http://img39.imageshack.us/img39/4083/cz8o.jpg Last: for comparison, a rare color photograph of the real thing (click to visit the source web page with HD version of the picture): http://img543.imageshack.us/img543/9945/q56g.jpg |
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