Code Posted April 30, 2003 Share Posted April 30, 2003 Greetings ever1 im working on a multiplayer mod ( RPGMOD ) our mod needs non humanoid 'players' i started with the atst 1st step for me was allowing multi gla (bg) this is completed, and works great to avoid disk hits, i also precached the atst model however on that point there a problems since im having problem setting the atst bones, it 'thinks' its a bad model so then loads (precatch) DEFAULT_MODEL so i have a kyle with atst anims lol <- ilarious Server side, jo does this with humanoid bones : trap_G2API_AddBolt(client->ghoul2, 0, "*r_hand"); trap_G2API_AddBolt(client->ghoul2, 0, "*l_hand"); trap_G2API_SetBoneAnim(client->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1); trap_G2API_SetBoneAngles(client->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time); trap_G2API_SetBoneAngles(client->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time); and client side this : ci->bolt_rhand = trap_G2API_AddBolt(ci->ghoul2Model, 0, "*r_hand"); trap_G2API_SetBoneAnim(ci->ghoul2Model, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, cg.time, -1, -1); trap_G2API_SetBoneAngles(ci->ghoul2Model, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, cg.time); trap_G2API_SetBoneAngles(ci->ghoul2Model, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, cg.time); ci->bolt_head = trap_G2API_AddBolt(ci->ghoul2Model, 0, "*head_top"); ci->bolt_motion = trap_G2API_AddBolt(ci->ghoul2Model, 0, "Motion"); ci->bolt_llumbar = trap_G2API_AddBolt(ci->ghoul2Model, 0, "lower_lumbar"); taking a look with modview at the kyle and atst model i found these both have a model_root the humanoid's hands are *r_hand and *l_hand the atst's one *flash1 and *flash2 the humanoid have a upper_lumbar and lower_lumbar the atst does not, i tryed : l_clavical and r_clavical the humanoid have a cranium the atst does not have a cranium i tryed : pelvis (ya i know, but somewhere else in the code they do) i also tryed : *head the humanoid have a motion the atst does not i just skiped this one, since Razor Ace was kind enought to explain that one to me and that the atst does not need anim blending im not a modeler , could someone help me with these, what tag/bone should i use for the atst (compared to humanoid) ? thanks alot Link to comment Share on other sites More sharing options...
Wudan Posted April 30, 2003 Share Posted April 30, 2003 I doubt this will help directly, but it might help someone: (00) Model_root: 01 Children :: BPos: x 0.000000 y 0.000000 z 0.000000 (01) pelvis: 03 Children :: BPos: x 0.000000 y 0.626652 z173.953125 (02) l_clavical: 01 Children :: BPos: x 31.878174 y 14.019409 z178.041016 (03) l_femur: 01 Children :: BPos: x 35.280762 y-12.865051 z169.472656 (04) l_tibia: 01 Children :: BPos: x 35.291992 y 41.355469 z147.703125 (05) l_talus: 01 Children :: BPos: x 35.304199 y 31.773438 z 47.306641 (06) l_tarsal: 01 Children :: BPos: x 32.364258 y 10.869995 z 13.711182 (07) l_claw: 00 Children :: BPos: x 32.364258 y-24.921875 z 7.879883 (08) r_clavical: 01 Children :: BPos: x-31.878052 y 14.019531 z178.041016 (09) r_femur: 01 Children :: BPos: x-35.281006 y-12.864990 z169.472656 (10) r_tibia: 01 Children :: BPos: x-35.291748 y 41.355469 z147.703125 (11) r_talus: 01 Children :: BPos: x-35.303955 y 31.773682 z 47.306641 (12) r_tarsal: 01 Children :: BPos: x-32.364014 y 10.869995 z 13.711182 (13) r_claw: 00 Children :: BPos: x-32.364014 y-24.921875 z 7.879883 (14) thoracic: 01 Children :: BPos: x 0.000000 y-18.860352 z174.144531 (15) cervical: 01 Children :: BPos: x 0.000000 y-18.860352 z184.144531 (16) cranium: 04 Children :: BPos: x 0.000000 y-18.860352 z194.144531 (17) r_gun: 00 Children :: BPos: x-32.309570 y-36.485107 z212.541016 (18) l_gun: 00 Children :: BPos: x 31.312744 y-36.477539 z213.230469 (19) cannons: 02 Children :: BPos: x 0.000000 y-62.820801 z186.978516 (20) r_cannon: 00 Children :: BPos: x -3.478302 y-72.687500 z193.027344 (21) l_cannon: 00 Children :: BPos: x 3.478271 y-72.687500 z193.027344 (22) hatch: 00 Children :: BPos: x 0.000000 y-17.360840 z250.955078 And the hierarchy listing: (00)->Model_root (1) (01) ->pelvis (3) (02) ->l_clavical (1) (03) ->l_femur (1) (04) ->l_tibia (1) (05) ->l_talus (1) (06) ->l_tarsal (1) (07) ->l_claw (08) ->r_clavical (1) (09) ->r_femur (1) (10) ->r_tibia (1) (11) ->r_talus (1) (12) ->r_tarsal (1) (13) ->r_claw (14) ->thoracic (1) (15) ->cervical (1) (16) ->cranium (4) (17) ->r_gun (18) ->l_gun (19) ->cannons (2) (20) ->r_cannon (21) ->l_cannon (22) ->hatch I'd love to help you out here - I'm particularly interested in the multi-GLA thing you mentioned and where you precache the ATST GLA ... Link to comment Share on other sites More sharing options...
Code Posted May 1, 2003 Author Share Posted May 1, 2003 well it helped a bit ^.^ however im still having problems with the bones and most wierd of all rww do trap_SetBoneAnim s (in atst routines) on bones that dosent exist ie lower lumbar so i guess i must check on each of those 'calls' knowing what i should use would help ive tryed to look at the bones and anim in modview (both the same time) im confused o.O ill figure i guess, im still looking for info on the tags/bones stuff as for how i precatch , i simply do it on map spawn take a look at BGPAFtextloaded in g_spawn (i think its the var name) of course i dont use those anymore and my bg_parseanim func is diferent since i have anims sets (yep actualy all the ones in sp ) here a screenie Link to comment Share on other sites More sharing options...
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