keshire Posted March 5, 2004 Share Posted March 5, 2004 My to do list as far as adding holster tags for OJP. Kyle Human male CPC Human female CPC Any help would be appreciated. Please list here what you will be tackling code and model wise as well as suggestions. Link to comment Share on other sites More sharing options...
razorace Posted March 5, 2004 Share Posted March 5, 2004 I guess I'll finish up the code side of things. I assume all the tags on the last model you sent are the tags you want, right? Link to comment Share on other sites More sharing options...
keshire Posted March 5, 2004 Author Share Posted March 5, 2004 saber:first saber saber2:dual saber staff:any big saber, do it by wether or not their categorized as two handed. Blaster:blaster, blaster_r, briar, demp2 launcher:concussion, disruptor, heavy repeater, merr_son, bowcaster Golan:needs its own tag because the thing is so damn big. Then organizing them to show by damage would be best. So the sabers will always be seen when holstered overriding everything but the jetpack. Link to comment Share on other sites More sharing options...
keshire Posted March 5, 2004 Author Share Posted March 5, 2004 My bad I forgot the way I'm organizing these. Its: saber resides on right side of hip by its lonesome saber2/blaster reside on left side of hip golan/staff/launcher all reside by/on the back. Which is where the jetpack is. I don't have an extra tag for a double blaster should I incorporate one? Can we make these rag? (Doesn't a broken arm rag?) Can we have them effected by push/pull and being hit? *edit* looked it up, broken limbs don't rag. Too bad. *double edit since no ones around* Think i found what I'm looking for... ================ CG_Rag_Trace Variant on CG_Trace. Doesn't trace for ents because ragdoll engine trace code has no entity trace access. Maybe correct this sometime, so bmodel col. at least works with ragdoll. But I don't want to slow it down.. ================ void CG_Rag_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int skipNumber, int mask ) { trap_CM_BoxTrace ( result, start, end, mins, maxs, 0, mask); result->entityNum = result->fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; } //#define _RAG_BOLT_TESTING #ifdef _RAG_BOLT_TESTING void CG_TempTestFunction(centity_t *cent, vec3_t forcedAngles) { mdxaBone_t boltMatrix; vec3_t tAngles; vec3_t bOrg; vec3_t bDir; vec3_t uOrg; VectorSet(tAngles, 0, cent->lerpAngles[YAW], 0); trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, tAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bOrg); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, bDir); VectorMA(bOrg, 40, bDir, uOrg); CG_TestLine(bOrg, uOrg, 50, 0x0000ff, 1); cent->turAngles[YAW] = forcedAngles[YAW]; } #endif //list of valid ragdoll effectors static const char *cg_effectorStringTable[] = { //commented out the ones I don't want dragging to affect // "thoracic", // "rhand", "lhand", "rtibia", "ltibia", "rtalus", "ltalus", // "rradiusX", "lradiusX", "rfemurX", "lfemurX", // "ceyebrow", NULL //always terminate }; Link to comment Share on other sites More sharing options...
razorace Posted March 6, 2004 Share Posted March 6, 2004 saber2 and blaster are on the same tag? Link to comment Share on other sites More sharing options...
Master_Keralys Posted March 6, 2004 Share Posted March 6, 2004 How many weapons are you planning on displaying at a time? Or are you planning on displaying only the most recently holstered weaon? Since, after all, you've got the rocket launcher and the staff saber holstered in the same spot, and so forth. Link to comment Share on other sites More sharing options...
razorace Posted March 6, 2004 Share Posted March 6, 2004 Only one weapon of each type would be displayed. Holster weapon display will be solely based on which weapon you're currently using and which weapons you already have. Link to comment Share on other sites More sharing options...
keshire Posted March 6, 2004 Author Share Posted March 6, 2004 nope saber2 and blaster are at the same spot but not on the same tag. Otherwise the gun would be pointed forward instead of down. I have to rotate the tags so that they correspond with that weapons particular origin. Also a new saber flag would be nice, so as to prevent them from being holstered. If your time is limited too much I can look into it. Link to comment Share on other sites More sharing options...
razorace Posted March 6, 2004 Share Posted March 6, 2004 I agree a new saber flag would be best. I'll see if I can add that when I'm doing the rest of the system. As for the blaster/saber holster bolts, I suggest that you seperate or only use one or the other. Having them both in the same area will result in both the models overlapping each other. Link to comment Share on other sites More sharing options...
keshire Posted March 6, 2004 Author Share Posted March 6, 2004 MMM, next model...Perfectly weighted. Luckily I learned some tricks from an old artist friend who got me into Multimedia. The fingers aren't done and I may need to tweak the tags. But here are the pics. Link to comment Share on other sites More sharing options...
razorace Posted March 7, 2004 Share Posted March 7, 2004 ok, got the saber staff and saber2 stuff coded. How should I handle the two blaster slots? Should it just store the two highest level guns you have? Link to comment Share on other sites More sharing options...
LightNinja Posted March 7, 2004 Share Posted March 7, 2004 where must each tag be weighted to what bone? Link to comment Share on other sites More sharing options...
LightNinja Posted March 7, 2004 Share Posted March 7, 2004 and linked Link to comment Share on other sites More sharing options...
razorace Posted March 8, 2004 Share Posted March 8, 2004 You can put the bolts anywhere you can as long as they are tag surfaces with the correct names. Link to comment Share on other sites More sharing options...
keshire Posted March 9, 2004 Author Share Posted March 9, 2004 As well as weight them to any bone you'd like. I went for the thorasic and femurXY's for the weights. Link to comment Share on other sites More sharing options...
keshire Posted March 9, 2004 Author Share Posted March 9, 2004 I have the Max4.2 file, xsi, and model zipped up for any that want it to help with their own models. I also gave it too Razor Ace to up to the OJP repository. Uses: bolt_holster saber saber2 staff blaster blaster2 (for dual blaster mods) launcher Golan (because its so big and would clip if attached to the launcher tag) Link to comment Share on other sites More sharing options...
keshire Posted March 10, 2004 Author Share Posted March 10, 2004 Chewie with Launcher and Blaster tag only. Link to comment Share on other sites More sharing options...
Azrael666 Posted March 11, 2004 Share Posted March 11, 2004 Will this make it so that if you use two sabers but select to use a single saber style, one remains at your side instead of being deactivated in your left hand? I see some have multiple weapons on, like saber or guns in hand and others holstered in the examples, will that be incorporated ingame? If so can we control what is visible, I dont want to walk around with the flechette ill never use on my back, but dont mind carrying the disintergrator rifle or pistol? Link to comment Share on other sites More sharing options...
razorace Posted March 11, 2004 Share Posted March 11, 2004 Originally posted by Azrael666 Will this make it so that if you use two sabers but select to use a single saber style, one remains at your side instead of being deactivated in your left hand? I see some have multiple weapons on, like saber or guns in hand and others holstered in the examples, will that be incorporated ingame? If so can we control what is visible, I dont want to walk around with the flechette ill never use on my back, but dont mind carrying the disintergrator rifle or pistol? Right now, neither. However, both ideas might be something we can impliment in the future. Link to comment Share on other sites More sharing options...
LightNinja Posted March 11, 2004 Share Posted March 11, 2004 Mmmh, i've added saber and saber2 to the rockettrooper model i converted to playable, but how i try them, with a mod? Link to comment Share on other sites More sharing options...
razorace Posted March 11, 2004 Share Posted March 11, 2004 You're going to have to either compile the lastest version of the Basic Code or wait for us to release a beta of it for you. Link to comment Share on other sites More sharing options...
LightNinja Posted March 12, 2004 Share Posted March 12, 2004 or send it to kesire? Link to comment Share on other sites More sharing options...
razorace Posted March 13, 2004 Share Posted March 13, 2004 Originally posted by LightNinja or send it to kesire? eh? What do you mean? Link to comment Share on other sites More sharing options...
keshire Posted March 13, 2004 Author Share Posted March 13, 2004 Send it to me to work on? No thank you, I've got enough on my plate as it is. Link to comment Share on other sites More sharing options...
razorace Posted March 13, 2004 Share Posted March 13, 2004 Originally posted by keshire Send it to me to work on? No thank you, I've got enough on my plate as it is. exactly. Link to comment Share on other sites More sharing options...
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