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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
   | 
		 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
   | 
		 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
   | 
		 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
   | 
		 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
   | 
		 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
   | 
		 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
   | 
		 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
   | 
		 what kind off particles did u make?  | 
	 
  	
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		| 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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