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AjRMS8600   Posted 27th Jan 2006 11:15pm
L4Y Member
Post 11 / 21

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";
}
   
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.
   
AjRMS8600   Posted 28th Jan 2006 12:43am
L4Y Member
Post 12 / 21

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?
   
Good_Ol_Scotty   Posted 28th Jan 2006 3:16am
L4Y Member
Post 22 / 31

yes make the back/pelvis heavier and forget what I said about the legs try giving the back a bit more movement.
   
AjRMS8600   Posted 28th Jan 2006 3:33am
L4Y Member
Post 13 / 21

thanks scotty, do u no how 2 make the beretta recoil. can u give me directions on doing them if u can, thanks.
   
MAXPAYNE4664   Posted 29th Jan 2006 8:43am
L4Y Member
Post 265 / 1251

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    



AjRMS8600   Posted 29th Jan 2006 5:21pm
L4Y Member
Post 15 / 21

y doesnt it work? is an error message apearining or something, explain
   
MAXPAYNE4664   Posted 29th Jan 2006 6:23pm
L4Y Member
Post 267 / 1251

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    
AjRMS8600   Posted 29th Jan 2006 6:45pm
L4Y Member
Post 17 / 21

what kind off particles did u make?
   
MAXPAYNE4664   Posted 29th Jan 2006 7:46pm
L4Y Member
Post 269 / 1251

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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