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Coding : help with non humanoid model tags/bones


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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

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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 ...

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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 :p

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 :D)

 

here a screenie ;)

 

AT-ST.jpg

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