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Author Topic: moving model positions  (Read 7319 times)

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Re: moving model positions
« Reply #15 on: »
thanks for the offer phan :D
(and GL if you decide to do it)

you should have the original in your media folder
media/models/pets/gunbot

just convert the skeleton files to XML with the orge command line tools

Re: moving model positions
« Reply #16 on: »
hey @TwinkleToes pls let me know if these work; am not sure if these have the "offset" from center/floor you were after (which is why I was asking for the .xmls you had edited ;) )
« Last Edit: April 09, 2017, 09:05:52 am by Phanjam »


Re: moving model positions
« Reply #17 on: »
thanks phan
i tested them out
but the monster cant use any animations so they wont fire any skills
i also looked at the bone positions and they are still in the center, so its unlikely they will work like repulsion hex does.


if all else fails, i have a ghetto work around as a back up plan lol
« Last Edit: April 09, 2017, 09:33:52 am by TwinkleToes »

Re: moving model positions
« Reply #18 on: »
Hey @TwinkleToes I finished with what I was doing so I take a moment to make you this.

I edited the gun model to use the sentry skeleton, so I works with it's animations. I have attached it all in the rar file. Tell me if it works for you.

Re: moving model positions
« Reply #19 on: »
thanks anarch :D
works perfectly.
if i roll with this one i need a second sentry thats facing the other way around, in this case its backwards since this one positions the gunbot slightly infront of the character

Re: moving model positions
« Reply #20 on: »
Hey @TwinkleToes I finished with what I was doing so I take a moment to make you this.

I edited the gun model to use the sentry skeleton, so I works with it's animations. I have attached it all in the rar file. Tell me if it works for you.

Ah the SKELETON had to be right too! My bad :D


Re: moving model positions
« Reply #21 on: »
@TwinkleToes remember that the sentry will rotate to face the enemy it's attacking, If you want two sentry try if you can get the effect from attaching two and controling the position in the layout because if you want two that always face opposite directions it may need to make both a simple unit.

Re: moving model positions
« Reply #22 on: »
dw i figured it out :D

i did my ghetto work around and eventually built it up to a legitimate solution lol
i dont have to do any XML editing, just pure unit file manipulation.
it involves some hidden tricks with GUTS

if anyone wants i can chuck up a quick tutorial.

Re: moving model positions
« Reply #23 on: »
ooh i'm always game for new "hidden tricks"! no rush Twinkle, whenever you have time ;)


Re: moving model positions
« Reply #24 on: »
ill try summarize it as shortly as possible 

i exploited the way the engineers gun bots are "constructed" as a unit
the actual gun bot is made of 2 units stuck together
one is the main body that moves around, its given a caster ai that likes to run around
two is the gun attached on top, thats given an aggressive ai

the way to stick them together is to use these hidden options

   <STRING>ATTACHED_UNIT:[unit name]
this is on the main body, and specifies which unit will be attached, and
   <STRING>ATTACH_BONE:[bone name]
this along with attaches to master, is on the gun, which specifies which bone the gun will be attached to, in this case its the head bone of the main body

with this new found information
first i created an invisible unit to serve as a main body, this was also done in a particular way, i didnt use the unit invisible effect, instead i cloned a unit file and stripped it down to just an idle and bind animation, then edited the dds file it uses to mask the entire models alpha channel and make it invisible, if i used the other method the attached units would also become invisible.

i can use any model with two arms as a good basis, by attaching a unit to the arms of the invisible main body and i can scale the size model via its unit file to effectively increase the distance of where the attached unit will float around

but... you can only attach one unit to another, so i simply cloned the unit again and made my skill summon another main body with a unit attached on the other hand.

so basically i have two invisible units attached to me, with visible units attached to them, one has a visible unit attached to the right hand and the other on the left hand.

the result is awesome! lol.


the attached units inherit their damage from the main body, if the damage they deal is set to 0.
one limitation though, is that skills used by the attached units cannot be used with the "use master for attacks" option
but there are ways to circumvent that and make the minions damage scale with your own.

« Last Edit: April 11, 2017, 07:51:46 am by TwinkleToes »

Re: moving model positions
« Reply #25 on: »
ABSOLUTELY that is Awesome Twinkle :D This is just amazing! Hmm, attached units eh? Let's see what else we can make with these  :o 8)


Re: moving model positions
« Reply #26 on: »
Hey Twinkle. I think you need a flying turret. Something like that:


Re: moving model positions
« Reply #27 on: »
 :o
WOW!, does that come with animations?
would be cool if the gun bots are animated to float around.

Re: moving model positions
« Reply #28 on: »
Youre attaching them to units with just bind and idle animations right? What if the idle anim was kinda "floaty" like the estherian shade?


Re: moving model positions
« Reply #29 on: »
Youre attaching them to units with just bind and idle animations right? What if the idle anim was kinda "floaty" like the estherian shade?

i tried to look for something appropriate but most of the models have misaligned distances between their arms when they get animated so it makes it look really awkward or they simply move too much so the bots look like they are spazing out lol

i ended up chosing the the ezro_brute as my invisible model since its idle anim is minimal but still makes the guns move in an appropriate manner and doesn't make the distances and elevation of each gun bot look janky, there are some other candidates ive tested out, but they either move too much or their arms are not aligned properly when they are moving.

the most ideal setup is to have a static main body and have the attached units themselves be floaty imo.
« Last Edit: April 12, 2017, 02:42:01 am by TwinkleToes »

 

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