So, let'say I've got a new model I've made from scratch. I'd like to give it weapons, yes? How exactly do you even tell the game what hardpoints a weapon is connected to? I can't find this anywhere, and getting the unit to fire anything has thus far proven totally impossible. There doesn't seem to be much information available on importing and handling custom models at all. So, here I am.
This ship is supposed to have three types of weapons, but I guess we'll have to split them into a lot more to get them to work mechanically. Being largely unfamiliar with the data editor I don't have any idea how to make any of these weapons yet, but I was content with the idea of just getting it to fire some BC lasers for testing purposes. However, I can't do anything until I find out how the game even picks hardpoints for guns to fire from!
The ship's primary weapon, a pulse cannon, is intended to fire from the mouth at the front of the ship.
Secondary weapons are beam cannons. One on each side and one on the belly. The belly cannon is only supposed to hit land targets since I can't have pitch limits on turrets to let it attack low-flying air targets. The side cannons have a reach of 180 degrees, covering their sides.
There'll be smaller point defense weaponry as well, but I figure if I can get the base weapons to work they should be really easy (hopefully).
All guns besides the main pulse cannon fire independently at random targets. The beam weapons "Sweep" like the alpha Colossus beams. They continue firing as they transition from one target to the next. They'll also have a charge-up period but I'll worry about that later.
A visual representation of the four major guns;
Ingame;
Yeah... I need to know how to define hardpoints for guns to fire from first of all.
You'll have to play around with it, but if you've created a model for it in the data editor, it should be in the first tab under Attachment Properties. I'd also go through the tutorials that some people have on how to attach one model to another, that might also help.
Ah yes I see some references in the attachments... they are pretty vague about how they are defining anything, though. I'll have to see if any of those tutorials can enlighten this venture.
Good luck. I haven't been digging too deep into this aspect of custom models yet. I'm still trying to figure out how to properly attach one object to another (in 3DS Max) so that it animates properly. I have tried so many things but my novice skills still can't figure it out.
I can attach the stupid thing to her arm using a surface constraint, but then I lose all control over it's positioning and rotation so it looks like garbage in the animation
I can also weld the thing to her arm (it's a Protoss blade that I'm trying to attach to a rifle-less Nova) but I can't add any of it's vertices to the envelope's of the arm's bones.
Right now I'm frustratingly trying to animate it manually (and with auto-key), but there are so many frames and animations to go through.
Link doesn't work? I guess that spells doom for anything I was going to convert from WoW/L2...
I can't find out any info about these definitions specifically so far. I thought that Set A might be referring to a weapon slot so I set it to one of the hardpoints that's in the model but the ship still won't fire. I've modded many games, and all of them have always had the most simple, amazingly easy way of defining what comes from where. This is like, the total opposite.
The attachment options in the model thing are being grouped into whatever, usually Set A 0-1. These are then referenced by the weapon actor in Launch Attachment Query.
Now I need to figure out how to make the actual weapons. Sweeping beams of fiery death and all. That probably won't be nearly as easy.
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So, let'say I've got a new model I've made from scratch. I'd like to give it weapons, yes? How exactly do you even tell the game what hardpoints a weapon is connected to? I can't find this anywhere, and getting the unit to fire anything has thus far proven totally impossible. There doesn't seem to be much information available on importing and handling custom models at all. So, here I am.
This ship is supposed to have three types of weapons, but I guess we'll have to split them into a lot more to get them to work mechanically. Being largely unfamiliar with the data editor I don't have any idea how to make any of these weapons yet, but I was content with the idea of just getting it to fire some BC lasers for testing purposes. However, I can't do anything until I find out how the game even picks hardpoints for guns to fire from!
The ship's primary weapon, a pulse cannon, is intended to fire from the mouth at the front of the ship.
Secondary weapons are beam cannons. One on each side and one on the belly. The belly cannon is only supposed to hit land targets since I can't have pitch limits on turrets to let it attack low-flying air targets. The side cannons have a reach of 180 degrees, covering their sides.
There'll be smaller point defense weaponry as well, but I figure if I can get the base weapons to work they should be really easy (hopefully).
All guns besides the main pulse cannon fire independently at random targets. The beam weapons "Sweep" like the alpha Colossus beams. They continue firing as they transition from one target to the next. They'll also have a charge-up period but I'll worry about that later.
A visual representation of the four major guns;
Ingame;
Yeah... I need to know how to define hardpoints for guns to fire from first of all.
@IskatuMesk:
You'll have to play around with it, but if you've created a model for it in the data editor, it should be in the first tab under Attachment Properties. I'd also go through the tutorials that some people have on how to attach one model to another, that might also help.
@Mienk: Go
Ah yes I see some references in the attachments... they are pretty vague about how they are defining anything, though. I'll have to see if any of those tutorials can enlighten this venture.
@IskatuMesk:
Good luck. I haven't been digging too deep into this aspect of custom models yet. I'm still trying to figure out how to properly attach one object to another (in 3DS Max) so that it animates properly. I have tried so many things but my novice skills still can't figure it out.
I can attach the stupid thing to her arm using a surface constraint, but then I lose all control over it's positioning and rotation so it looks like garbage in the animation
I can also weld the thing to her arm (it's a Protoss blade that I'm trying to attach to a rifle-less Nova) but I can't add any of it's vertices to the envelope's of the arm's bones.
Right now I'm frustratingly trying to animate it manually (and with auto-key), but there are so many frames and animations to go through.
@Mienk: Go
Link doesn't work? I guess that spells doom for anything I was going to convert from WoW/L2...
I can't find out any info about these definitions specifically so far. I thought that Set A might be referring to a weapon slot so I set it to one of the hardpoints that's in the model but the ship still won't fire. I've modded many games, and all of them have always had the most simple, amazingly easy way of defining what comes from where. This is like, the total opposite.
I figured it out.
The attachment options in the model thing are being grouped into whatever, usually Set A 0-1. These are then referenced by the weapon actor in Launch Attachment Query.
Now I need to figure out how to make the actual weapons. Sweeping beams of fiery death and all. That probably won't be nearly as easy.