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Agent SmithAK   Posted 28th Jun 2006 8:08am
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Post 80 / 199

I've recently been following a walkthrough on the red tech website and i am having major issues with it.

http://redtech.rededitor.net/index.php?option=com_content&task=view&id=52&Itemid=0

i get to the boning part and there seems to be stuff left out of it:

QUOTING REDTECH: Now for Boning (Kungkrille called it Skinning, this is what he means). Select your arm/gun mesh, and go to Modifier stack and select in the grey area below the box "Add Bones" button. Add only "BDBN-Weapon". Now go back to the modifier stack, select RF_Bone-->Vertex, and select all you Weapon's blue little vertexes (just highlight the whole weapon, and weapon only).

I can't find RF_Bone and i need to in order to finish a weapon i'm making.

I don't know how to get RF_Bone into the modifier stack. Is this a fault on my behalf or has something been mistakenly left out?

duz anyone know how to fix this?
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Beatonator    Posted 28th Jun 2006 10:16am
Post 1648 / 3716
What version of 3Ds Max are you using?

RF Bone is a special Plug-in which you have to download (its in the developers kit somewhere here) and put in the plug-ins folder of 3Ds Max.

If you are using 3Ds Max 4, 4.2, 5, this is your problem.

If you are using any other versions of 3Ds Max, dont even bother it wont work. Plug-in isnt compatible with other versions.
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Agent SmithAK   Posted 28th Jun 2006 11:27am
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Post 81 / 199

i'm using 4.2.

thanks man... just found out that its in the RF Toolkit.

Edit: Also I cant find "Add Bones" in the modifier stack. is this another plugin i need to download?
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 Modified Jun 28th, 11:54am by Agent SmithAK
Ninja~   Posted 28th Jun 2006 12:59pm
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Post 256 / 644

RF Bone Modifier..

I beleive you just add RF Bone Modifier to desired mesh for adding Bones.

RF Toolkit contains everything you need.. But I would also find RF Weapon Examples which are usefull to learn from.. Not that I did
   Modified Jun 28th, 01:01pm by Ninja~
Agent SmithAK   Posted 28th Jun 2006 2:44pm
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Post 82 / 199

thanks any way i semm to be past that now. worked it out (i hope) but now i'm having trouble finding how to export animations as .mvf's...?
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goober   Posted 28th Jun 2006 2:53pm
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i think you have to use MFReduce.
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Agent SmithAK   Posted 28th Jun 2006 2:59pm
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Post 83 / 199

here's what the welkthrough says:

Alright, now for exporting the animation to .mvf. Select your weapon mesh and scroll down until you see MVF Export. Select all the bones in their boxes holding CTRL, and export your animation as fp_testgun_idle.mvf into your C:\RFToolKit\MVFReduce\ directory.
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SKA-Diesel   Posted 28th Jun 2006 11:29pm
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Post 546 / 719

Make a new file with the rig you have made... call it "gun shoot" or something.

OK now, make the sure the animation time line is "1" to whenever you want the animation to end. When your happy with the animation.. maybe the gun firing or something, click on the mesh, select the options for RF_bone in the modifier panel, then click EXPORT. Save your file, then load up mvf reduce.

   
Agent SmithAK   Posted 29th Jun 2006 12:34am
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Post 84 / 199

excellent...git it. now i've exported it as a vcm and changed it into a .v3c... now a new proplem arises - the positioning is off so it dowsn't show at all on the screen. is there an easy way fi get this right?
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RF Grim Reaper   Posted 29th Jun 2006 2:47am
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Post 444 / 902

There is a line for each weapon in weapons.tbl:

$1st Person offset: <0.123,0.123,0.123>

This is the position of the model in relation to your view.
The numbers are in the form: <x co-ordinate, y co-ordinate, z co-ordinate>

You can use both positive and negative numbers here to tweak the position. Higher numbers move: right for X, up for Y and away from the screen in Z.

You can position the gun in Max in such a way that you don't need to change these settings. I've spent alot of hours trying to get the correct position in Max but still can't manage it, so unless you find a way I'd suggest tweaking the values above
Maps | Stargate MOD | Daves Place | Moddb Site    Modified Jun 29th, 02:48am by RF Grim Reaper
SKA-Diesel   Posted 29th Jun 2006 7:43am
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Post 548 / 719

Quoting Agent Smith AK
excellent...git it.


Good, I'm glad more people are learning the Rf bone process.

RF needs more mods
   
sobe    Posted 29th Jun 2006 8:34am
Post 1735 / 3194
Guess I need to open 3ds max 4.2 and learn it eh
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
SKA-Diesel   Posted 29th Jun 2006 8:43am
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Post 551 / 719

Absolutely
   
Beatonator    Posted 29th Jun 2006 2:26pm
Post 1651 / 3716
SKA, next time you have plenty of time can you walk me through it? I really want to re-learn it. one of my many problems is making a decent weapon to start with
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
RF Grim Reaper   Posted 29th Jun 2006 7:37pm
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Post 445 / 902

Yea, making real world weapons is pretty simple. It's ones that only exist in your head that are much harder
Maps | Stargate MOD | Daves Place | Moddb Site    
Agent SmithAK   Posted 30th Jun 2006 2:50am
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Post 85 / 199

I agree. the weapon I'm trying to make is a real world MP-40 sub machine gun:

Unfortunateley here's what happened when i tried adding just the .v3c mesh to a mod with a tweaked weapons.tbl to get the weapon on screen here's what i got:




i obviousley messed up somewhere i think with boning cuz doing that was a bit sketchy.
duz anyone know where i stuffed it?
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 Modified Jun 30th, 02:56am by Agent SmithAK
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