Author Topic: Fae Developement Updates (Photos)  (Read 10903 times)

Clavin12

  • Moderator
  • *
  • Posts: 37
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #30 on: November 22, 2011, 03:22:59 PM »
I have an animated turret model, but the animation does not import. It is basic object animation, not vertex animation. The framework for animations at the end of the xsi file is there, but there are no values for the keyframes.

General BlackDragon

  • Administrator
  • BZ2 Fanatic
  • *
  • Posts: 1882
  • Nu Ani Anquietas
    • View Profile
    • ZEMod Forum
Re: Fae Developement Updates (Photos)
« Reply #31 on: November 22, 2011, 11:04:14 PM »
i animate in notepad


*****General BlackDragon*****

desertdog

  • Guest
Re: Fae Developement Updates (Photos)
« Reply #32 on: November 23, 2011, 05:31:57 AM »
I have an animated turret model, but the animation does not import. It is basic object animation, not vertex animation. The framework for animations at the end of the XSI file is there, but there are no values for the key frames.

How did you convert the model to XSI? Both Threed and X2XSI don't support animation at all? Try converting your model with 3DEX as it supports writing out the animation information in a workable XSI fashion.

Clavin12

  • Moderator
  • *
  • Posts: 37
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #33 on: November 23, 2011, 07:25:22 AM »
I converted it via 3dsmax. That problem has actually been resolved on GSH's forum.

General BlackDragon

  • Administrator
  • BZ2 Fanatic
  • *
  • Posts: 1882
  • Nu Ani Anquietas
    • View Profile
    • ZEMod Forum
Re: Fae Developement Updates (Photos)
« Reply #34 on: November 23, 2011, 11:00:35 AM »
Also you should never save an XSI in Threed.


*****General BlackDragon*****

Clavin12

  • Moderator
  • *
  • Posts: 37
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #35 on: February 01, 2012, 08:15:27 AM »
I give you the Witch.


Nielk1

  • Administrator
  • BZ2 Fanatic
  • *
  • Posts: 1827
  • The ISDF Man
    • View Profile
    • Battlezone Complex
Re: Fae Developement Updates (Photos)
« Reply #36 on: February 01, 2012, 01:43:26 PM »
Also you should never save an XSI in Threed.

You can, but then you should compare the original XSI with output.  If you started with an X file and are just using BZ2ME for conversion, just keep the X file, BZ2 can read those IIRC and changing it over to XSI via notepad isn't too hard either.

Click on the image...
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

General BlackDragon

  • Administrator
  • BZ2 Fanatic
  • *
  • Posts: 1882
  • Nu Ani Anquietas
    • View Profile
    • ZEMod Forum
Re: Fae Developement Updates (Photos)
« Reply #37 on: February 03, 2012, 05:04:55 PM »
it looks.....like 3 merged sperm.

Sorry.


*****General BlackDragon*****

Zero_Angel

  • BZ2 Fanatic
  • *
  • Posts: 303
    • View Profile
    • http://specialops.kicks-ass.net
Re: Fae Developement Updates (Photos)
« Reply #38 on: February 05, 2012, 03:02:45 AM »
I think that the most advanced technologies will have design aspects that mimic those of organic creatures, which is why I think the plant extractor thing looks kind of cool, the fae factory thing is even kind of decent. That latest thing though, doesn't really appear to have any defining functionality to it.

Clavin12

  • Moderator
  • *
  • Posts: 37
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #39 on: February 06, 2012, 08:41:30 AM »
Well, it was just an experiment.


EDIT: This is a no-plugin 3d viewing site. http://p3d.in/bYo7U
« Last Edit: February 06, 2012, 03:55:25 PM by Clavin12 »

KiNETiCA

  • Posts: 33
  • [ : : : T i M E L E S S : : : ]
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #40 on: February 07, 2012, 11:19:41 PM »
no offence but your whole mod is quite an 'experiment'... its hard to finish anything if you dont have a design guideline to follow

Clavin12

  • Moderator
  • *
  • Posts: 37
    • View Profile
Re: Fae Developement Updates (Photos)
« Reply #41 on: April 18, 2012, 09:43:13 PM »
Hey,

No time to provide a lengthy update. I'm running into a problem with a turret unit, aside from slight difficulty using 3dsmax animation tools. I was using a small cube named "dummy" for positioning, animating the turret's z position relative to it, but when I look at the isdf turret animation in 3dex, it does not move up or down at all. Am I missing something?

General BlackDragon

  • Administrator
  • BZ2 Fanatic
  • *
  • Posts: 1882
  • Nu Ani Anquietas
    • View Profile
    • ZEMod Forum
Re: Fae Developement Updates (Photos)
« Reply #42 on: April 19, 2012, 04:41:32 PM »
Sigh....

Turrets/Deployables 101.

They deploy. Classlabel must be one of the following: turrettank, artillary, howitzer, deployable

They use turrets. The following classlabels in the game support turrets: turrettank, artillary, howitzer, assaulttank, assaulthover, turret, iv/fv_walker

These models all have 2 pieces, one that is supposed to rotate horizontally, and one that is supposed to rotate vertically.  The turret parts don't work via animation, the engine uses them.

The names of said pieces are defined in the ODF.

turretCount = 2
turretName1 = "turret_x_1"
turretName2 = "turret_y_1"

The names are usually turret_x and turret_y, but they could be named jibblypopsickles for all the game cares, as long as the names match the name of a piece in your model.  

If the eyepoint is not attached to the structure in those pieces correctly, it can be designated as the 3rd turret, turretName3 = "HP_eyepoint", but it should be attached somewhere after the 2nd turret in the higherarchy.

As for deploying,


[TurretTankClass]
timeDeploy = 8.0
timeUndeploy = 0.7

The header can be called [TurretTankClass], [HowtizerClass], [ArtillaryClass],  or [DeployableClass] depending on which classlabel you use, though I believe [DeployableClass] works under all of them.

Have fun with your newly deploying, and spinning, turret.
« Last Edit: April 19, 2012, 04:47:42 PM by General BlackDragon »


*****General BlackDragon*****