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Red Faction : Lounge : redtech walkthrough problems |
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Beatonator  |
Posted 30th Jun 2006 12:44pm |
Post 1659 / 3716
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Well not that those pictures give much away, but my guessing is when you are weighing your vertices.
I have forgotten how it goes but i know its something about adding upto 100.

that was my first attempt at getting a weapon in, as you can see the Knuckles are weighted incorrectly. |
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Agent SmithAK |
Posted 1st Jul 2006 3:31am |
L4Y Member Post 87 / 199
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Yeah - that was where i having the most problems - it kept going back down to 0... but me and my bro worked that out and its not going down to 0 anymore. Although now when we try to use ccrunch.exe it fails and we get that "Send Error Message" - "Dont Send" when its finding the .vcm file...? |
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goober |
Posted 1st Jul 2006 9:51am |  |
L4Y Member Post 3077 / 265
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you mean .v3m file? a .v3m is a static mesh (non-boned) so, im assuming that its the 3rd person model. |
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Agent SmithAK |
Posted 1st Jul 2006 9:58am |
L4Y Member Post 88 / 199
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its fine now - i'm using a different version of my gun. Now as you can see i've gottrn my gun ingame but its tilted forward:

this is the 1st person BTW. I can change the other POV issues in the weapons.tbl but is there any other way to tilt it back say 90 degrees?
i tried tilting it back in max but it had no effect |
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Modified Jul 1st, 09:59am by Agent SmithAK |
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RF Grim Reaper |
Posted 1st Jul 2006 1:16pm |  |
L4Y Member Post 446 / 902
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Have you exported any animations (.mvf's) for your new gun? If not then RF will use the originals from the gun you are replacing - these won't work correctly! Try making an idle.mvf then see how it looks.
If you have exported some animations correctly then, again it's most likely your skinning(boning) that needs looking at again. |
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Agent SmithAK |
Posted 2nd Jul 2006 3:38am |
L4Y Member Post 90 / 199
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thanks man its tilted correctly now. here's a pic of it:

as you can see the arms aren't in the right spot. how can i fix this? |
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SKA-Diesel |
Posted 3rd Jul 2006 9:44am |
L4Y Member Post 558 / 719
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I would link the weapon bone to the hand bone.
Also when setting up your mesh have the gun a wee bit away from the arm mesh, just to make it easier to add weight to the vertices. Once you've got it rigged you can move the weapon bone to where ever you want.
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D2k |
Posted 3rd Jul 2006 10:41am |
L4Y Member Post 698 / 1923
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When you are weighing vertices make sure you never go over 100 per single vertex, or over 3 bone influences per vertex. Otherwise the mesh will start warping around everywhere and it will look like a mess and then you will end up with a big, ugly, mess of a mesh. Then your weapon model will remind me of how horrible the entire null continuum series was. Honestly i dont want those memories to return, or slitzerfest, his empty promises, and scams for that matter (that was mean LOL).
Anaways, as always it takes a bit of logic to weigh the vertices of the model in the first place. as in which bones will influence which parts of the mesh. Another note about using textures and skins, make sure you use uncompressed tga's either 24 or 32 bit and also make sure the skins have both dimensions divisible by 8 otherwise your skin will not show up properly upon the mesh you have uwv unwrapped. psp7, photoshop, and photoshop cs2 are reliable programs. psp 8 and above dont seem to work properly with tga files... Unless they fixed that of coruse.
animating on the otherhand, just keep a few rules in mind.
a. Beginning and end keyframes must be in the same position (the default position) when doing animations such as running, reloading, jumping, shooting, and other stuff. but draw and holster animations are exempt from this rule.
b. Duplicating keyframes is useful. no really.
c. Dont EVER move the bdbn-root bone. otherwise you will suffer a slow and painful death.
d. NEVER modify the bone setup or the vertex weights while animating. make sure everything is done concerning textures, weighting, and moving bones around to the default position pose before you start animating or you will regret it when you are done.
e. Make sure ramp in and ramp out values are set to 0 when you are working on draw and holster animations, otherwise when you put them in game your weapon will sorta flicker before it actually begins to switch to the next weapon. personally i always have them set to 0 all the time. ill change them unless i really have to.
f. over exaggerating movements sometimes while animating is good.
g. if you are not sure how to make a paticular hand movement its sometimes good to get off your chair and act it out yourself. This sounds kinda dumb but it works.
h. leave the framerate to 30, since this will make your animation play just about the same speed as it does in 3ds max. adjusting the framerate after seeing some unwanted results in RF is useful rather than adjusting the playback speed via time stretching.
i. when using mvfreduce use this command, it will provide the best results.
Code | mvfreduce.exe -d .00007 -e .00007 -a -c |
or to be more efficient like me you can make a spiffy .bat file that reduces, deletes remainder files and moves your animations to your project workspace. make sure this .bat file is in your mvfreduce folder. this is an example. youll have to change the move path to your own project space.
Code | mvfreduce.exe -d .00007 -e .00007 -a -c
move "C:\RFToolkit\MVFReduce\*.rfa" "C:\Documents and Settings\Owner\Desktop\Resource"
Del "C:\RFToolkit\MVFReduce\*.mvf" |
Of coruse none of this advice will shorten the excruciating amount of time it takes to weigh vertices but i hope my trial and errors will prevent you from making the same mistakes. |
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Modified Jul 3rd, 10:49am by D2k |
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SKA-Diesel |
Posted 3rd Jul 2006 11:51pm |
L4Y Member Post 559 / 719
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Good advice from D2K there heres my contribution.
Quoting D2K | Duplicating keyframes is useful |
Hold the SHIFT key then drag your key frames to the desired position.
example:
Create your "idle" pose... then select all the bones, move the cursor to the animation time line hold the left mouse button and select all the keys on the 1st frame then then hold shift and drag the duplicates to the last frame in the time line (I generally use 1-60 for idle pose).
Quoting D2K | Dont EVER move the bdbn-root bone. |
Yeah never move it, but it can be moved during animations.
RAMP IN and OUT values
I generally have them set to 3-5.
For a death animation you MUST tick the "death animation" box and have a RAMP OUT of 0. This would only be done with a character animation... not a first person weapon animation.
For Holster, RAMP IN 3-5 RAMP OUT 0.
For Draw weapon, RAMP IN 0, RAMP OUT 3-5.
RAMP IN and OUT rules:
If the first frame of an animation is different to the first frame of the idle pose, then RAMP IN must be 0.
If the last frame of an animation is different to the first frame of the idle pose, then RAMP OUT must be 0. |
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sobe  |
Posted 4th Jul 2006 1:58am |
Post 1749 / 3194
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Say I have a weapon that I don't want animated, etc.
I just want to test getting it ingame, how would I do so?
(Which steps can I skip, etc).
Same for character model(s).
I could really contribute to my own personal projects now that I have a fully functional 3ds max. |
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D2k |
Posted 4th Jul 2006 3:34am |
L4Y Member Post 699 / 1923
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make the model, make sure it has textueres and whatnot, export and convert the mesh, and export at least 1 animation. nothing has to happen in the animation it can simply be blank with a single keyframe. export and convert the animation and set it for all action/state slots for animations. |
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Agent SmithAK |
Posted 5th Jul 2006 6:20am |
L4Y Member Post 92 / 199
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Yo all. I started a new weapon this time a FA-MAS. i followed the walkthrough and did everything i did before and got the gun in-game with a single idle animation but each time i pick up the gun the game crashes. i've tried re-doing it about 4 times but all with the same result.
duz anyone know what i did wrong? |
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SKA-Diesel |
Posted 5th Jul 2006 8:28am |
L4Y Member Post 568 / 719
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In the weapons.tbl make EVERY animation the "idle" aniamtion. And check for spelling errors. The game can use the normal aniamtions for your weapon without crashing... the only time the game will crash due to an animation is when an animation does not exsist... eg a spelling error. |
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Agent SmithAK |
Posted 6th Jul 2006 12:12pm |
L4Y Member Post 93 / 199
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thanks Diesel thats probably whats wrong. i'll check that out
LATER THAT DAY...
alright you were right they were named incorrectly and i've gotten my new famas in-game...but its angled in too far

can i fix this in weapons.tbl or what? |
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Modified Jul 7th, 01:40am by Agent SmithAK |
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ergeben |
Posted 11th Jul 2006 6:41am |
L4Y Member Post 123 / 154
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im not sure if this is the answer but have you got a muzzle_flash dummy in there? I always thought that was what aligned the weapon but im not exactly sure |
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Modified Jul 11th, 06:42am by ergeben |
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