Darth Essence Posted November 5, 2008 Share Posted November 5, 2008 So, I have modelled my new disruptor rifle, I have had a two-day long headache trying to discover how to put the rifle in game, how to make all the textures appear, how to position it properly so it isn't pointing to the right, everything is okay, it is looking very nice in game. But there is a tiny little problem - the freakin' laser is coming out of the players legs. What's wrong with that thing?!?!?! .. Any ideas ? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted November 6, 2008 Share Posted November 6, 2008 I'm not exactly an expert when it comes to JA weapons, but first thing i would check is the muzzle tag (or whatever it's called for player weapons). It basically tells the engine where the "projectile" comes out. Load the model into modview and check the "firing" tag, make sure it's located in the proper position. If the tag is out of place it means the pivot point is screwed up, if that's the case, it looks fine in the modeling software but when exported the xform issue shows up. Link to comment Share on other sites More sharing options...
Darth Essence Posted November 6, 2008 Author Share Posted November 6, 2008 it has do be done exaclty in modwiev . righ ? ... for in max and milkshape and md3view the tags appeared where they should be . aaand .. im sorry for my writing .. im kinda drunbk right now ... Link to comment Share on other sites More sharing options...
Psyk0Sith Posted November 7, 2008 Share Posted November 7, 2008 lol no prob -Try bolting an object on the tag, a saber hilt for exemple, this will in theory show the laser direction. -Do the same with the original disruptor and compare how they look. It's possible one of the axis has been inverted when exported from max. Link to comment Share on other sites More sharing options...
Darth Essence Posted November 7, 2008 Author Share Posted November 7, 2008 uuhkeiy .. by bolding you mean adding a mesh and attaching it to the tag or smthn ? I have tried -attaching the tag to gun mesh -moving the tag up -rotating the tag -renaming the tag -made the tag renderable in game where it was seen where it should be -compared it to the original disruptor one more time -taking the completed gun and adding fresh tags Link to comment Share on other sites More sharing options...
Psyk0Sith Posted November 8, 2008 Share Posted November 8, 2008 We're still in modview! sorry i should have been more precise XD. There's an option to bolt objects on the tags, this is just a quick way of checking the XYZ coordinates are correct when compared to original disruptor. Link to comment Share on other sites More sharing options...
Darth Essence Posted November 8, 2008 Author Share Posted November 8, 2008 Yes, you're right, the axis is completely not where and how it is supposed to be. But, providing I have tried spinning the tag, it doesn't depend on the tag. Then I probably have to spin the model itself, right ? Link to comment Share on other sites More sharing options...
Darth Essence Posted November 8, 2008 Author Share Posted November 8, 2008 Yeah, I freackn' got it! Next time I'll make my own tags not import them from original models! .. Thank you PS, You own!!! Link to comment Share on other sites More sharing options...
Psyk0Sith Posted November 9, 2008 Share Posted November 9, 2008 Hehe no problem, glad you got it to work! I think the pivot point is actually the thing you have to change or create new tags that have the correct axis. Link to comment Share on other sites More sharing options...
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