|
Post by mro on Jan 25, 2010 7:58:36 GMT -8
as I wrote "after all this work need the community support to conclude the few points I couldn't fix".. this means that probably I reached a good result, but now ask that all of us study one of the above point: put at disposition the *.max files if useful, but now hope that everyone keeps one point to fix and improves, giving me suggestions.. e.g.: for sure Rick and Ando are expert of scripting, Zybero, you could study the Phy = definitions in User Defined 3dsMax.. who understood exactly all the collision definitions to be wrote? the tutorial is very poor in this area, and also not complete.. MWP are not the only things I made: flags moving at wind, dead soldiers, other items: and step by step discover that there are thousands of coded definitions, like @name, ^T, &, and other Phy definitions not included in tutorial.. part of them is clear, part to improve
|
|
|
Post by mro on Jan 27, 2010 5:38:33 GMT -8
any reply?
|
|
Zybero
Staff Sergeant
Posts: 81
|
Post by Zybero on Jan 30, 2010 2:43:20 GMT -8
What exacly do you want to know in the Phy definitions?
|
|
|
Post by mro on Jan 30, 2010 14:29:21 GMT -8
told you: points 5 and 6 of page 2 (this thread): collision of DShK AA locks the gunner and need a special collision system for mortar: did not well understand if in Phy descriptions could be a structure like: collision for pleyaer but zero for bullets (mortar) and opposite (to try) for AA gun.. some special definitions for particular cases.. and did you download the numbers in font?
|
|
|
Post by Chavez on Feb 16, 2010 23:12:44 GMT -8
In order for the new ^S to rotate with the rest...matrix multiplication must be programmed for it. Rotating and scaling any object in a game requires one of two types of mathematics(Euler mathematics, or quaternion mathematics). Im not sure if this is already 'hard coded' into the game engine. If it is, there may be any object with a rotating script (helicopter script perhaps) that may have lines of code which can be modified for this new ^S you want to implement. I hope that makes sense.
In 3dsmax did you check it heirarchy linkage to its parent?...If there isnt a connection, then there will be no rotation.
|
|
|
Post by mro on Feb 21, 2010 5:53:15 GMT -8
ThankYou Rick the way of linking in 3dsMax is: LOD0 then ^S then LOD1, 2, etc.. only in this way: first is LOD0, so AI finds it and doesn't have collision problems, then the ^S as collision object, then all the other LOD's, which properly rotate with LOD0. But happens that rotation works properly only for LOD0 and linked LOD's "jumping" the collision object which remains static. Tried with other collision object systems, like the old "!dummyname" but only with an "^S" works. no way: it seems. solution could be in two ways: - leaving normal metal collision in LOD0 and improving script to let the player "going out": this could be done adding some lines of the vehicle / e.g. the jeep: the player enters and exits against the metal collision of the jeep door (how?) - or using my idea, but with the bug that the ^S object does not rotate with rest: actually it has sense: the ^S is a shape for player and made to be just a "llow faces object" as base (you see that normally the ?S is just an invisible pyramid at the base of the MWP" this is one of the few points which really makes me crazy in Pterodon system. ======================= add a thread "how to use new mwp's": pls read it
|
|
|
Post by mro on Feb 23, 2010 9:20:30 GMT -8
I have an idea: see that in Equipement (e.g. the hats) the LOD's are blank in user defined and just name as >LOD then properly linked one each other.. I want to try to name the S or SF object: ">^S" or threat it as a "second primary in LOD hierarchy" LOD0 with user definitions and ^ with identical ones, second in hierarchy).. could try to see what happens
|
|
daan24
Private First Class
Posts: 11
|
Post by daan24 on Mar 9, 2010 7:02:51 GMT -8
nice a mortar i was searching for a working mortar hope their finished fast ;D
|
|
|
Post by Chavez on Mar 10, 2010 1:04:57 GMT -8
I have an idea: see that in Equipement (e.g. the hats) the LOD's are blank in user defined and just name as >LOD then properly linked one each other.. I want to try to name the S or SF object: ">^S" or threat it as a "second primary in LOD hierarchy" LOD0 with user definitions and ^ with identical ones, second in hierarchy).. could try to see what happens Any luck with this idea mro?
|
|
|
Post by mro on Mar 10, 2010 3:14:06 GMT -8
still trying
VC1 no problems with the two mortars because use the M79 codes, so easier for collision because doesn't shoot on tube big problems with AA because VC1 does not accept collision objiect linked VC2 quite good results for mortars because needs only a tube object and not other mesh still searching for AA tersting: !, > (second way to say "LOD" without user defined), and other ways
but for AA the main solution is to insert a part of the "seat on vehicle" script: forgetting collision objects and making player enter and exit via script.. unluckily not able to find the way to add pieces of script (still trying).. if someone helps..
others: AA light I made an object with volumetrik.dds and looks good adjusted scripts and now work better
main points to be concluded (unfortunately I'm not so expert in scripting: pls. help) are: - enter / exit vehicle script for AA - animation change (*stg aready in G) for mortars (instead of the MWP standard system "up, center and down"): also in this case it'd be good vehicle "*stg player" system
|
|
|
Post by mro on Mar 17, 2010 11:28:27 GMT -8
B I N G O !!! Cancelled all materials and remade with Physics definition: two days to test and now DShK_AA is working with collisions: well now I've got the way and proceed to adjust all other new MWP's. About the light: I made an object transparency #4 lighting 10, 10, 255, 255, 255 no collision, opacity 85% and texture yellow alfa: a good light ray long 15 mts. which really lights background in the dark scenes
|
|
|
Post by mro on Apr 7, 2010 7:53:11 GMT -8
I'm concluding.. just another couple of detailos and weapons are ready.. either vc1 and vc2
|
|
|
Post by mro on May 10, 2010 10:51:22 GMT -8
It's long time that I'm silent because working on these mwp's: very close to conclusion
|
|
daan24
Private First Class
Posts: 11
|
Post by daan24 on Oct 29, 2011 5:30:57 GMT -8
are the mwp's almost done? (im still wondering and it has been silent for a long time here)
|
|