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Max Payne 2 : Max Payne 2 General Discussion : Coders help me! |
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AjRMS8600 |
Posted 27th Jan 2006 11:15pm |
L4Y Member Post 11 / 21
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i dont know how 2 do that but, scotty below is my highdetail ragdoll folder, can u see it 2 see if it is good? if somethings wrong please tell me how i can fix it:
[Ragdoll]
{
[Geometry]
ExportData = "Ragdoll_Male_Geometry_All_Bones.kf2"; CrossMode = Orthonormalized; // KF2 exported with Geometry, Animation and Materials
}
[Properties]
CollisionDecal = "Ragdollcollision";
BulletImpulseMultiplier = 0.35;
// keep the order so that parent is always before its child
[ParticipatingBones]
{
[Bone]
Name = "Bip01";
RelativeWeight = 1.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 Pelvis";
RelativeWeight = 8.0;
Restitution = 0.3; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 Spine";
RelativeWeight = 10.0;
Restitution = 0.3; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 Spine1";
RelativeWeight = 10.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 Neck";
RelativeWeight = 3.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 5.0;
[Bone]
Name = "Bip01 Head";
RelativeWeight = 10.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 5.0;
[Bone]
Name = "Bip01 L Clavicle";
RelativeWeight = 4.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 4.0;
[Bone]
Name = "Bip01 L UpperArm";
RelativeWeight = 5.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 4.0;
[Bone]
Name = "Bip01 L Forearm";
RelativeWeight = 4.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 L Hand";
RelativeWeight = 3.0;
Restitution = 0.1; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 R Clavicle";
RelativeWeight = 4.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 4.0;
[Bone]
Name = "Bip01 R UpperArm";
RelativeWeight = 5.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
InertiaTensor = 4.0;
[Bone]
Name = "Bip01 R Forearm";
RelativeWeight = 4.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 R Hand";
RelativeWeight = 3.0;
Restitution = 0.1; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 L Thigh";
RelativeWeight = 9.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 L Calf";
RelativeWeight = 5.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 L Foot";
RelativeWeight = 3.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 R Thigh";
RelativeWeight = 9.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 R Calf";
RelativeWeight = 5.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
[Bone]
Name = "Bip01 R Foot";
RelativeWeight = 3.0;
Restitution = 0.2; // default 0.2
Friction = 0.5; // default 0.5
}
[Joints]
{
// LEFT HAND
//-----------
[Joint] // armleft
Bone1 = "Bip01 Neck";
Bone2 = "Bip01 L Clavicle";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = 0.0;
TwistMax = 0.0;
ConeMin = 0.0;
ConeMax = 0.0;
PlaneMin = 0.0;
PlaneMax = 0.0;
Friction = 5.0;
[Joint] // shoulderleft
Bone1 = "Bip01 L Clavicle";
Bone2 = "Bip01 L UpperArm";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -90.0;
ConeMax = 0.0;
PlaneMin = -100.0;
PlaneMax = 100.0;
Friction = 20.0;
[Joint] // elbowleft
Bone1 = "Bip01 L UpperArm";
Bone2 = "Bip01 L Forearm";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -0.0;
ConeMax = 130.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 5.0;
[Joint] // wristleft
Bone1 = "Bip01 L Forearm";
Bone2 = "Bip01 L Hand";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = -5.0;
TwistMax = 5.0;
ConeMin = -45.0;
ConeMax = 45.0;
PlaneMin = -90.0;
PlaneMax = 90.0;
Friction = 5.0;
// RIGHT HAND
//------------
[Joint] // armright
Bone1 = "Bip01 Neck";
Bone2 = "Bip01 R Clavicle";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = 0.0;
TwistMax = 0.0;
ConeMin = 0.0;
ConeMax = 0.0;
PlaneMin = 0.0;
PlaneMax = 0.0;
Friction = 5.0;
[Joint] // shoulderright
Bone1 = "Bip01 R Clavicle";
Bone2 = "Bip01 R UpperArm";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = 0.0;
ConeMax = 90.0;
PlaneMin = -100.0;
PlaneMax = 100.0;
Friction = 20.0;
[Joint] // elbowright
Bone1 = "Bip01 R UpperArm";
Bone2 = "Bip01 R Forearm";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -0.0;
ConeMax = 130.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 5.0;
[Joint] // wristright
Bone1 = "Bip01 R Forearm";
Bone2 = "Bip01 R Hand";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 1, 0 );
TwistMin = -5.0;
TwistMax = 5.0;
ConeMin = -45.0;
ConeMax = 45.0;
PlaneMin = -90.0;
PlaneMax = 90.0;
Friction = 5.0;
// LEFT LEG
//----------
[Joint] // legleft
Bone1 = "Bip01 Pelvis";
Bone2 = "Bip01 L Thigh";
TwistAxis = ( -1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -10.0;
ConeMax = 70.0;
PlaneMin = -3.0;
PlaneMax = 40.0;
Friction = 5.0;
[Joint] // kneeleft
Bone1 = "Bip01 L Thigh";
Bone2 = "Bip01 L Calf";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -5.0;
TwistMax = 5.0;
ConeMin = -0.0;
ConeMax = 120.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 1.0;
[Joint] // ankleleft
Bone1 = "Bip01 L Calf";
Bone2 = "Bip01 L Foot";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -20.0;
ConeMax = 20.0;
PlaneMin = -20.0;
PlaneMax = 20.0;
Friction = 5.0;
// RIGHT LEG
//-----------
[Joint] // legright
Bone1 = "Bip01 Pelvis";
Bone2 = "Bip01 R Thigh";
TwistAxis = ( -1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -10.0;
ConeMax = 70.0;
PlaneMin = -40.0;
PlaneMax = 3.0;
Friction = 5.0;
[Joint] // kneeright
Bone1 = "Bip01 R Thigh";
Bone2 = "Bip01 R Calf";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -5.0;
TwistMax = 5.0;
ConeMin = -0.0;
ConeMax = 120.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 1.0;
[Joint] // ankleright
Bone1 = "Bip01 R Calf";
Bone2 = "Bip01 R Foot";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -20.0;
ConeMax = 20.0;
PlaneMin = -20.0;
PlaneMax = 20.0;
Friction = 5.0;
// TORSO
//-------
[Joint] // necklow
Bone1 = "Bip01 Spine1";
Bone2 = "Bip01 Neck";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -0.0;
TwistMax = 0;
ConeMin = -0.0;
ConeMax = 0.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 5.0;
[Joint] // neckhigh
Bone1 = "Bip01 Neck";
Bone2 = "Bip01 Head";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -40.0;
TwistMax = 40.0;
ConeMin = -20.0;
ConeMax = 20.0;
PlaneMin = -20.0;
PlaneMax = 20.0;
Friction = 5.0;
[Joint] // spinelow
Bone1 = "Bip01 Pelvis";
Bone2 = "Bip01 Spine";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -10.0;
ConeMax = 25.0;
PlaneMin = -10.0;
PlaneMax = 10.0;
Friction = 5.0;
[Joint] // spinehigh
Bone1 = "Bip01 Spine";
Bone2 = "Bip01 Spine1";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -10.0;
TwistMax = 10.0;
ConeMin = -10.0;
ConeMax = 10.0;
PlaneMin = -10.0;
PlaneMax = 10.0;
Friction = 5.0;
[Joint] // artificial root bone to pelvis connection
Bone1 = "Bip01";
Bone2 = "Bip01 Pelvis";
TwistAxis = ( 1, 0, 0 );
PlaneAxis = ( 0, 0, 1 );
TwistMin = -0.0;
TwistMax = 0.0;
ConeMin = -0.0;
ConeMax = 0.0;
PlaneMin = -0.0;
PlaneMax = 0.0;
Friction = 5.0;
}
// keep the order of blocks according to "Bone" variable so that parent is always before its child
[BoneRemaps]
{
// IN THIS DETAIL ONLY JACKET BONES ARE REMAPPED
// (these remaps are usually disrecarded because nothing is weighted to them)
// this must be here also to get the matrix of POSE to all jacket bones
[Remap]
Bone = "Bip01 Back High";
ApparentParent = "Bip01 Spine1";
[Remap]
Bone = "Bip01 Back Low";
ApparentParent = "Bip01 Spine";
[Remap]
Bone = "Bip01 L Jacket";
ApparentParent = "Bip01 Spine";
[Remap]
Bone = "Bip01 R Jacket";
ApparentParent = "Bip01 Spine";
[Remap]
Bone = "Bip01 L Tail";
ApparentParent = "Bip01 L Thigh";
[Remap]
Bone = "Bip01 R Tail";
ApparentParent = "Bip01 R Thigh";
[Remap]
Bone = "Bip01 L Jacket Low";
ApparentParent = "Bip01 L Thigh";
[Remap]
Bone = "Bip01 R Jacket Low";
ApparentParent = "Bip01 R Thigh";
} |
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Good_Ol_Scotty |
Posted 27th Jan 2006 11:59pm |
L4Y Member Post 21 / 31
 |
The only things I could point out would be that the thighs dont bend enough and theres something about the way they fall - cant quite put my finger on it. I'm guessing its weight related, try tweaking the pelvis and back areas.
Anywho, apart from those things they're good ragdolls, especially if you've never really done it before. |
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AjRMS8600 |
Posted 28th Jan 2006 12:43am |
L4Y Member Post 12 / 21
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thanks. do u think i should make the pelvis n back heavier or lighter? n how do u think i should make the thighs bend more? |
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Good_Ol_Scotty |
Posted 28th Jan 2006 3:16am |
L4Y Member Post 22 / 31
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yes make the back/pelvis heavier and forget what I said about the legs try giving the back a bit more movement. |
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AjRMS8600 |
Posted 28th Jan 2006 3:33am |
L4Y Member Post 13 / 21
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thanks scotty, do u no how 2 make the beretta recoil. can u give me directions on doing them if u can, thanks. |
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MAXPAYNE4664 |
Posted 29th Jan 2006 8:43am |  |
L4Y Member Post 265 / 1251
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Hey wats up?
Ok i made my particle effects, my ragdolls, and shooting speeds and such. I put all the files into one folder and I used the rAS shaper program.....I compiled them and now it's a .MP2M file.
I put the file in my Max Payne 2 directory but the mod doesnt seem to work.
Just to let you know....
-My particle effects are RPS files
-Ragdoll and shooting are text files
Did I forgot to do something? Any help will do.... |
60% of the time, it works every time - Brian Fantana |
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AjRMS8600 |
Posted 29th Jan 2006 5:21pm |
L4Y Member Post 15 / 21
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y doesnt it work? is an error message apearining or something, explain |
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MAXPAYNE4664 |
Posted 29th Jan 2006 6:23pm |  |
L4Y Member Post 267 / 1251
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Well when Im playing, it looks like none of the particle effects work. The ragdolls dont either.... |
60% of the time, it works every time - Brian Fantana |
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AjRMS8600 |
Posted 29th Jan 2006 6:45pm |
L4Y Member Post 17 / 21
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what kind off particles did u make? |
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MAXPAYNE4664 |
Posted 29th Jan 2006 7:46pm |  |
L4Y Member Post 269 / 1251
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Um...lets see...
I made bullethit metal, bullethit default, molotovs, grenades, and rain effects so far. |
60% of the time, it works every time - Brian Fantana |
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