Code Posted April 30, 2003 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
Wudan Posted April 30, 2003 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 ...
Code Posted May 1, 2003 Author 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
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