LightNinja Posted June 25, 2004 Share Posted June 25, 2004 Well i did a new hazardtrooper just i added the concussion rifle to the model and i weighted all to the little boxes called as bones in the xsi. I opened it in ModView and OH IT WORKED PERFECT!!!. Anyway all my excitement came down when i tryed it in-game: What has happened? i mean, the ext_data is perfect, the .gla and the animation.cfg is in models/players/../ Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 25, 2004 Share Posted June 25, 2004 Umm... x-form? Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 nop, as i said the model is perfect and the weights too. It must be a problem of the xsi or so Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 25, 2004 Share Posted June 25, 2004 Don't you just hate modding for this game? Just pitching ideas here... -Are your meshes pivot points all centered on the stupid triangle off? -If you look at bones enveloppes , are they centered over the bone? (some might be way out of place) For some reason the bone's pivot point gets screwed sometime. The only way to fix this is to remove that bone from the stack and re-weight it. Other than that i dunno...checking xform is always a good idea. Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 ill see that in a moment; as curiosity i have found that in modview when i open my atpt model, the .gla doesnt have to be at _humanoid folder, i must be in models/players/atpt; but when i open the hazardtrooper in modview, the .gla must be in the _humanoid folder and not in models/players/hazardtrooper :/ Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 25, 2004 Share Posted June 25, 2004 Maybe that's because you forgot to change the path at compile time?? Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 i dont know how Corto did the path of atpt, but i did the same path like vehicles or p.models. The enveloppes are centered :/. I have find that in the screenshot the only parts that are together are the ones i did reset x-form. But well, if the skelleton will continue like that...anyway ill reweight that parts..doh! Man this is a paranormal phenomenom Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 25, 2004 Share Posted June 25, 2004 Did you check every bone? What about the pivot points of the meshes? Note that it might not be a problem to have weird pivot points, but i always align them to the stupid triangle off to make sure. And once you have done that, you need to reset xform on the meshes (just move it below the stack). That's why i always do these things first, i dont want to mess with a player's mesh once it's been rigged. EDIT: to change the path, just look down the "make own skeleton" option and you can enter the new path in there. Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 EDIT Model: "_humanoid" Model has both a GLA sequence and a '-makeskel' path, this is meaningless thats what assimilate says edit2: forget edit1 Link to comment Share on other sites More sharing options...
CortoCG Posted June 25, 2004 Share Posted June 25, 2004 Did you use the _humanoid.gla file to compile your hazard trooper? The atpt has it's own .gla file, and when I generated it, I compiled it into the same folder as the atpt for sanity sakes. The reason why there's a _humanoid.gla at the _humanoid folder is becuz it's used by so many models. I guess there's a _ at the beginning of _humanoid just to have it always first on the name's list . Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 25, 2004 Share Posted June 25, 2004 You could copy the _humanoid.gla file to your hazardtrooper dir, rename it and tell carcass to use it as anim file but that would be pointless since it's the same as the _humanoid file! (dunno if that made sense ) Link to comment Share on other sites More sharing options...
CortoCG Posted June 25, 2004 Share Posted June 25, 2004 The -makeskel flag grabs the animation data from the .xsi file and compiles it into a .gla file. If you're grabbing the skeleton from current .gla file, as the _humanoid.gla file, carcass only takes the mesh and weights data from the .xsi file and associates that .glm with the .gla you've chosen. Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 well the path may be the problem, ill try in game in 5 secs Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 OH IT WORKED PERFECT!!! Thx PsyKo and Corto's guide of troubleshooting for helping . And keshire for the xsis Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 25, 2004 Share Posted June 25, 2004 hehe sweet, so was it an xform issue yet again?. Link to comment Share on other sites More sharing options...
LightNinja Posted June 25, 2004 Author Share Posted June 25, 2004 of course not, it was that i put to the hazardtrooper.gla the name of _humanoid.gla. Simply but confusing for the first time Link to comment Share on other sites More sharing options...
CortoCG Posted July 3, 2004 Share Posted July 3, 2004 Weird. Link to comment Share on other sites More sharing options...
tFighterPilot Posted July 3, 2004 Share Posted July 3, 2004 This thread is 8 days old and you bump it to say weird??? Link to comment Share on other sites More sharing options...
CortoCG Posted July 3, 2004 Share Posted July 3, 2004 I know it's old. Weird becuz I thought LightNinja called me cheater somewhere... Never mind. Link to comment Share on other sites More sharing options...
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