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*.stg
Nov 4, 2009 16:32:39 GMT -8
Post by mro on Nov 4, 2009 16:32:39 GMT -8
Finally I understood why the fauna is programmed but doesn't work in VC2: I created all the proper structure and it should have to work, but nothing. It depends on "stg files, that are not compatible between the old VC1 (with included *sto) and VC2. Just I guess they're for dummy or pivot change and some effects addition (in VC1) like sound or effect.. then there are another couple of areas where to write "scream", etc.. But I guess there isn't in the editor the way to remake the STG: any tip? I'm working on this part now.
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Zybero
Staff Sergeant
Posts: 81
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*.stg
Nov 4, 2009 22:05:56 GMT -8
Post by Zybero on Nov 4, 2009 22:05:56 GMT -8
You can not edit *.STG files.
1. PTERODON never released the *.STG plugins, you can only do it one way, and thats "Convert BVH to STG" In editor
2. You need Kaydara to make BVH files. (Its under Autodesk now, named Autodesk Motionbuilder)
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*.stg
Nov 5, 2009 9:32:02 GMT -8
Post by mro on Nov 5, 2009 9:32:02 GMT -8
ThankYou, but why VC1 *.stg are not compatible with VC2 *.stg? is it only because in VC2 is missing the *.sto? Clarify: to convert BVH to STG is for VC1 or for VC2?
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Zybero
Staff Sergeant
Posts: 81
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*.stg
Nov 5, 2009 10:37:07 GMT -8
Post by Zybero on Nov 5, 2009 10:37:07 GMT -8
PTERODON probably updated their *.STG file(s), you know like you're making a map, its has bugs. You need to update it, then the old one is outdated. You see?
I don't know about the BVH files, but since the editor is not entirely fan made, I guess you'll just have to try...
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*.stg
Nov 7, 2009 7:49:57 GMT -8
Post by mro on Nov 7, 2009 7:49:57 GMT -8
Okay, since the matter is too complicated, it could be enough to use another stg (I can position it by position of entry nod). But the stg must rotate on z axis, sitting down linke a driver (there is a chair for the gunner rotating with cannon tower and the stg must rotate together with tower in same axis). How to make an stg rotating on mount (z) of the mwp, in VC1? I guess I have to consider this weapon like a vehicle (jumping all parts regarding the vehicle): _________________________________________________________________________________
dum = SC_NOD_Get(info->master_nod,"entry"); einfo.rz = SC_NOD_GetWorldRotZ(dum) - SC_NOD_GetWorldRotZ(info->master_nod); SC_NOD_GetPosInOtherSpace(nod,dum,&einfo.entry); einfo.target = einfo.entry; dum = SC_NOD_Get(info->master_nod,"pos"); SC_NOD_GetPosInOtherSpace(nod,dum,&einfo.view); einfo.stg_dir = "XXX";
//then
SC_HELI_EntryAdd(XXX,&einfo);
//einfo.min_rx = -DEG_TO_RAD(70.0f); //einfo.max_rx = DEG_TO_RAD(70.0f); einfo.min_rz = DEG_TO_RAD(xxx.0f); einfo.max_rz = DEG_TO_RAD(xxx.0f);
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Is it correct in your opinion?
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