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Messages - Cell603

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1
Modification Help / Re: Adding weapons to vehicles blender
« on: June 28, 2012, 10:03:52 PM »
Of course you can! You can mount at most 4 shape based images to a vehicle. Those images will take care firing emitter/sound effects. Then you can use the shoot on fire script to make the vehicle fire project from customized position. If you can not understand what I just said, go ahead check the A10 addon in RTB. However, the technique that I just described will work for fixed weapon. If you are trying to make a vehicle, let's say a spaceship, with many torrens/auto torrents, you need to make those torrents as players and mount them to the vehicle as the vehicle spawn.

2
Modification Help / Re: Torque exporter screws up animations.
« on: June 11, 2012, 09:39:59 PM »
Hello there, I have checked you model and I am not sure whether these things cause the problem, but I think it's better to point them out.

  • The LOD for player meshes should be 100 I believe.
  • The dislocation of the arm maybe caused by lacking of empties, so here is what I am taking about.
    Add an empty named it shape.
    Add an empty named it detail100.
    Parent detail100 to shape
    Parent all armatures to the detail100 as well as other meshes which has no bone.
    *even though some ppl think empties are not necessary, I will still recommend you to have empties. Just to be safe!
  • select all meshes and hit Ctrl+A then Scale and Rotation to obData

If all these do not work. Then what I will do is delete the arm armature and redo it.
Hope that helps.

3
Modification Help / Re: How to make spear to stick into bricks?
« on: June 08, 2012, 07:25:49 PM »
Quote
That's not all you have to do, you need to add an arming delay. You should also set brickExplosionImpact to false, you don't want it trying to stick to bricks it has destroyed.
Listen to him since I don't know much about weapon addons.

4
Modification Help / Re: How to make spear to stick into bricks?
« on: June 07, 2012, 01:31:56 PM »
Quote
datablock ProjectileData(arrowProjectile)
{
   projectileShapeName = "./arrow.dts";

   directDamage        = 30;
   directDamageType    = $DamageType::ArrowDirect;

   radiusDamage        = 0;
   damageRadius        = 0;
   radiusDamageType    = $DamageType::ArrowDirect;

   explosion             = arrowExplosion;
   stickExplosion        = arrowStickExplosion;
   bloodExplosion        = arrowStickExplosion;
   particleEmitter       = arrowTrailEmitter;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = true; 

   armingDelay         = 4000;
   lifetime            = 4000;
   fadeDelay           = 4000;

   isBallistic         = true;
   bounceAngle         = 170; //stick almost all the time
   minStickVelocity    = 10;
   bounceElasticity    = 0.2;
   bounceFriction      = 0.01;   
   gravityMod = 0.25;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   muzzleVelocity      = 65;
   velInheritFactor    = 1;

   uiName = "Arrow";
};

Here is the projectile data used by the default bow. Just match your projectile data with this, you should get the effect you want.

5
I don't think there is any way you can do that in MS3D. Milkshape really sucks when the model gets complex and it is ass pain to select face(s) in milkshape, so I strongly recommend you switch to Blender if you want to make decent models.

6
Modification Help / Re: Animation delay [STILL AWAITING HELP]
« on: June 06, 2012, 09:52:56 PM »
I am just guessing. Try make those animation non-cyclic even though the reference says those should be looping sequence.

By the way, just curious how long is the delay?

Here is the reference you may want to check http://docs.garagegames.com/torque-3d/reference/classPlayer.html

7
Modification Help / Re: Vehicle having no Raycasting
« on: May 24, 2012, 02:26:55 PM »
I think your collision box has problem. It could be either to complex or concave.

8
Modification Help / Re: Vehicle Shocks and miscellanea.
« on: May 14, 2012, 12:06:30 PM »
Quote
No stuff.
Okay.

Quote
Spring animations: To visualise the suspension action, the vehicle model should contain a non-cyclic animation sequence for each wheel that animates the appropriate hub node from t=0 (fully compressed to t=1 (fully extended). The sequences must be called springN, where N matches the wheel hub index.
This is what you wrote.


The highlight part is what the reference said.

It's obvious that they are the same, so that's why I said you just copied what the reference said.

Now what you gonna say?

9
Modification Help / Re: Vehicle Shocks and miscellanea.
« on: May 13, 2012, 03:02:50 PM »
Quote
he stole what i was going to post
You just copied what the reference said.

10
Modification Help / Re: Vehicle Shocks and miscellanea.
« on: May 11, 2012, 07:06:30 PM »
Just add a little bit more info here, in order for the suspension action to show up in game, you have to animate them.
Here is the reference.
http://docs.garagegames.com/torque-3d/reference/classWheeledVehicle.html

12
Modification Help / Re: Tips on making my models look better?
« on: April 25, 2012, 12:05:33 PM »
Go for the Blender!!!!!!!

13
The transparent mesh looks fine when I turn off the smooth shading, so I will guess this problem is caused by large smooth angles.

I am going to add more polygun see if I can reduce the smooth angles and hope that will work.

14
Quote
Silly question, did you turn off "double sided" before exporting?
Yes I did.

15
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A simple problem with normals. Have you triangulated the mesh before exporting?

Just tried that but no work. In the blender the normal looks fine; after I export the mesh, it still gets messed up.

 

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