Posted: Sat Mar 01, 2008 8:59 am Post subject:
How To Make The Orca Missiles Disappear Individually
Subject description: after each shot
The missiles on Orca are hung outside, but they willn't disappear individually after they are launched. Is it a BUG? maybe...
In CCG/ZH, WeaponHideShowBone and ProjectileBoneFeedbackEnabledSlots can make each missile hidden individually after each shot. Is there anything in CC3:TW works like that? QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Mar 01, 2008 11:04 am Post subject:
I think you need the models to see if all the missiles are one part, or that they are seperate parts. If we somehow could get our hands on those w3x files from the game (read as: does someone know how to extract those? )... QUICK_EDIT
I think you need the models to see if all the missiles are one part, or that they are seperate parts. If we somehow could get our hands on those w3x files from the game (read as: does someone know how to extract those? )...
Or you simply could get the SDK + Art Pack1 which contains the TW Orca model and textures
1. All Orca-Missiles are part of the same mesh, so you have to hide/show all of them or seperate them and edit every animation/skelleton. (there may be an easier way, but it would still require some time & effort)
2. As far as I know, "ProjectileBoneFeedbackEnabledSlots" wont work anymore - its a valid xml tag, (values are PRIMARY_WEAPON and so on), but I have not found a way to define which bone should be hidden - It either needs a second value (similiar to WeaponHideShowBone) or it is simply a leftover from Generals.
3. The Orca has some LUA scripts which should hide the missiles if he has no ammo left, but id didnt seem to work.
4. GDI Missile Trooper hide their missiles after shooting, but this is done through a animation, not through xml coding. QUICK_EDIT
Joined: 02 Sep 2007 Location: My avatar pretty much gives it away...
Posted: Sat Mar 01, 2008 3:27 pm Post subject:
Quote:
1. All Orca-Missiles are part of the same mesh, so you have to hide/show all of them or seperate them and edit every animation/skelleton. (there may be an easier way, but it would still require some time & effort)
Quote:
3. The Orca has some LUA scripts which should hide the missiles if he has no ammo left, but id didnt seem to work.
You're correct that he'll eighter have to seperate the missiles or hide all at once. It would, however, not be nessecary to edit every single animation. He would only need to seperate the mesh, and make sure the new bones for the missiles end up last in the *_SKL file so they don't mess up the animations.
The big problem, however, is hiding the missiles. I'm not sure if it's correct that the orca don't hide the missiles correctly as it is now, but it's at least possible to hide (weapon related) meshes using LUA scripts (I've done it myself, but it was alot of work). It's possible with a few meshes (1-5), but I'm not sure if you can do it with more. As for the ProjectileBoneFeedbackEnabledSlots, Stygs is probably right: It doesent seem to work; atleast I haven't been able to make it work ingame.
Another big problem here, is that the game preformance relies heavilly on render calls. The number of render calls is determined mainly by the number of meshes on the model, and is less dependant on the poly count. In other words, making 6 seperate meshes for the missiles will dramaticly increase the preformance needed to render the orca ingame, and thereby decrease the preformance of your game. _________________ QUICK_EDIT
3. The Orca has some LUA scripts which should hide the missiles if he has no ammo left, but id didnt seem to work.
No, It hasn't. its scripts are just for hovering, moving, turning and so on, but none for attacking.
The model and the animations would be a problem to me because I can rebuild all of them. However, I have no idea about what script can indicate how many missiles are launched or reloaded. All we can do now is just to make a missile-hiding animation that will be played while the weapon is fring. QUICK_EDIT
It could only hide all the missiles when clip was empty and show them all when clip was full. However, they should disappear individually. for example, a orca fires 4 missiles to destory a tank and go back with other 2 missiles. In this case, just 4 missile shall be hidden. Is it possible to implement that in cc3?
BTW, where can I find more info about LUA Script and how can I define my event functions? QUICK_EDIT
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