Author Topic: I have a problem with a model.  (Read 1192 times)

Its just a reskin of the FNSCAR
Code: [Select]
datablock AudioProfile(FNSCAR1Sound)
{
   filename    = "./FNSCAR_Fire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARClipInSound)
{
   filename    = "./FNSCAR_ClipIn.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARClipOutSound)
{
   filename    = "./FNSCAR_ClipOut.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(FNSCARUseSound)
{
   filename    = "./FNSCAR_Equip.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(MuzzleFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "./tmuzzle";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(MuzzleFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "MuzzleFlashParticle";

   uiName = "Muzzle Flash";
};

AddDamageType("FNSCAR",   '<bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',    '%2 <bitmap:add-ons/Weapon_FNSCAR/CI_SCAR> %1',0.2,1);
datablock ProjectileData(FNSCARProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 45;
   directDamageType    = $DamageType::FNSCAR;
   radiusDamageType    = $DamageType::FNSCAR;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 0;
   verticalImpulse   = 0;
   explosion           = gunExplosion;

   muzzleVelocity      = 200;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 0;

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

   uiName = "Combat Rifle Bullet";
};

//////////
// item //
//////////
datablock ItemData(FNSCARItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./FNSCARPU.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "FN-Scar";
iconName = "./UI_SCAR";
doColorShift = true;
colorShiftColor = "0.5 0.5 0.5 1.000";

// Dynamic properties defined by the scripts
image = FNSCARImage;
canDrop = true;

maxAmmo = 50;
canReload = 1;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FNSCARImage)
{
   // Basic Item properties
   shapeFile = "./FNSCAR.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.

  eyeOffset = "0.3 1.1 -0.8";

   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = FNSCARItem;
   ammo = " ";
   projectile = FNSCARProjectile;
   projectileType = Projectile;

casing = gunShellDebris;
shellExitDir        = "2.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = FNSCARItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
stateName[0]                      = "Activate";
stateTimeoutValue[0]              = 0.73;
stateTransitionOnTimeout[0]        = "LoadCheckA";
stateSound[0] = FNSCARUseSound;
stateSequence[0] = "use";

stateName[1]                      = "Ready";
stateTransitionOnNoAmmo[1]        = "Reload";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]          = true;

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]      = "Fire2";
stateTimeoutValue[2]            = 0.06;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateEjectShell[2]          = true;
stateEmitter[2] = MuzzleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = FNSCAR1Sound;

stateName[3]                    = "Fire2";
stateTransitionOnTimeout[3]      = "Fire3";
stateTimeoutValue[3]            = 0.06;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateEjectShell[3]          = true;
stateEmitter[3] = MuzzleFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateWaitForTimeout[3] = true;
stateSound[3] = FNSCAR1Sound;

stateName[4]                    = "Fire3";
stateTransitionOnTimeout[4]      = "Fire4";
stateTimeoutValue[4]            = 0.06;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "Fire";
stateScript[4]                  = "onFire";
stateEjectShell[4]          = true;
stateEmitter[4] = MuzzleFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateWaitForTimeout[4] = true;
stateSound[4] = FNSCAR1Sound;

stateName[5]                    = "Fire4";
stateTransitionOnTimeout[5]      = "Fire5";
stateTimeoutValue[5]            = 0.06;
stateFire[5]                    = true;
stateAllowImageChange[5]        = false;
stateSequence[5]                = "Fire";
stateScript[5]                  = "onFire";
stateEjectShell[5]          = true;
stateEmitter[5] = MuzzleFlashEmitter;
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateWaitForTimeout[5] = true;
stateSound[5] = FNSCAR1Sound;

stateName[6]                    = "Fire5";
stateTransitionOnTimeout[6]      = "Delay";
stateTimeoutValue[6]            = 0.06;
stateFire[6]                    = true;
stateAllowImageChange[6]        = false;
stateSequence[6]                = "Fire";
stateScript[6]                  = "onFire";
stateEjectShell[6]          = true;
stateEmitter[6] = MuzzleFlashEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateWaitForTimeout[6] = true;
stateSound[6] = FNSCAR1Sound;

stateName[7] = "Delay";
stateTransitionOnTimeout[7]      = "FireLoadCheckA";
stateTimeoutValue[7]            = 0.08;
stateEmitter[7] = MuzzleFlashEmitter;
stateEmitterTime[7] = 0.07;
stateEmitterNode[7] = "muzzleNode";

stateName[8] = "LoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "LoadCheckB";

stateName[9] = "LoadCheckB";
stateTransitionOnAmmo[9] = "Ready";
stateTransitionOnNoAmmo[9] = "Reload";

stateName[10] = "Reload";
stateTimeoutValue[10] = 0.96;
stateScript[10] = "onReloadStart";
stateTransitionOnTimeout[10] = "Wait";
stateWaitForTimeout[10] = true;
stateSequence[10] = "reload1";
stateSound[10] = FNSCARClipOutSound;

stateName[11] = "Wait";
stateTimeoutValue[11] = 1.31;
stateSound[11] = FNSCARClipInSound;
stateScript[11] = "onReloadWait";
stateSequence[11] = "reload2";
stateTransitionOnTimeout[11] = "Reloaded";

stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";

stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";

stateName[14] = "Smoke";
stateEmitter[14] = gunSmokeEmitter;
stateEmitterTime[14] = 0.3;
stateEmitterNode[14] = "muzzleNode";
stateTimeoutValue[14] = 0.4;
stateTransitionOnTimeout[14] = "Ready";
stateTransitionOnTriggerDown[14] = "Fire";

stateName[15] = "ReloadSmoke";
stateEmitter[15] = gunSmokeEmitter;
stateEmitterTime[15] = 0.3;
stateEmitterNode[15] = "muzzleNode";
stateTimeoutValue[15] = 0.2;
stateTransitionOnTimeout[15] = "Reload";

stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.01;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
};

function FNSCARImage::onFire(%this,%obj,%slot)
{
%projectile = FNSCARProjectile;

if(vectorLen(%obj.getVelocity()) < 0.1)
{
%spread = 0.00025;
}
else
{
%spread = 0.001;
}

%obj.lastShotTime = getSimTime();
%shellcount = 1;

%obj.playThread(2, plant);
%shellcount = 1;
%obj.toolAmmo[%obj.currTool]--;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}


function FNSCARImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function FNSCARImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}

function FNSCARImage::onLoadCheck(%this,%obj,%slot)
{
if(%obj.toolAmmo[%obj.currTool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}

function FNSCARImage::onReloadStart(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 0;
}

function FNSCARImage::onReloaded(%this,%obj,%slot)
{
%obj.toolAmmo[%obj.currTool] = 50;
%obj.setImageAmmo(%slot,1);
}
Also here is the model: http://www.mediafire.com/download/5qwzkmxxi0kqzov/Amazing+Model+i+made%2Ci+love+4.ms3d
I made a animated model,here is how it looks in milkshape

And here is how it looks in blockland

And yes i used Torque Exporter Plus.
Please help.
Anybody?

Rename all your groups to have _1 at the end, or in the Torque DTS Plus exporter make the level of detail 1 for every group

Rename all your groups to have _1 at the end, or in the Torque DTS Plus exporter make the level of detail 1 for every group
Isn't 100 the best value?

Rename all your groups to have _1 at the end, or in the Torque DTS Plus exporter make the level of detail 1 for every group
No.

Isn't 100 the best value?
No.

LOD of 1 - model visible first person only
LOD of 3 - model visible third person only (it may be LOD 2)
LOD of 0 is both.

If you set them all to 1, nothing takes priority and everything is visible in every view mode, which will fix the issue.

Alright,il try fixing the LOD.