Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Red Faction : Lounge : redtech walkthrough problems [Forum Rules]  
Page 2
Multiple Page Topic : 1 3 
Back to Forum Thread List

Beatonator    Posted 30th Jun 2006 12:44pm
Post 1659 / 3716
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.
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!)  
 
Agent SmithAK   Posted 1st Jul 2006 3:31am
L4Y Member
Post 87 / 199

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...?
My Page
http://agentsmithak.tripod.com/ - ReVaMpEd  
 
goober   Posted 1st Jul 2006 9:51am
L4Y Member
Post 3077 / 265

you mean .v3m file? a .v3m is a static mesh (non-boned) so, im assuming that its the 3rd person model.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Agent SmithAK   Posted 1st Jul 2006 9:58am
L4Y Member
Post 88 / 199

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
My Page
http://agentsmithak.tripod.com/ - ReVaMpEd  
 Modified Jul 1st, 09:59am by Agent SmithAK
RF Grim Reaper   Posted 1st Jul 2006 1:16pm
L4Y Member
Post 446 / 902

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.
Maps | Stargate MOD | Daves Place | Moddb Site    
Agent SmithAK   Posted 2nd Jul 2006 3:38am
L4Y Member
Post 90 / 199

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?
My Page
http://agentsmithak.tripod.com/ - ReVaMpEd  
 



SKA-Diesel   Posted 3rd Jul 2006 9:44am
L4Y Member
Post 558 / 719

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.

   
D2k   Posted 3rd Jul 2006 10:41am
L4Y Member
Post 698 / 1923

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.
My AP 1 - NEW
AQuest update 7/17/08  
 Modified Jul 3rd, 10:49am by D2k
SKA-Diesel   Posted 3rd Jul 2006 11:51pm
L4Y Member
Post 559 / 719

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.
   
sobe    Posted 4th Jul 2006 1:58am
Post 1749 / 3194
/\
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.
"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    
D2k   Posted 4th Jul 2006 3:34am
L4Y Member
Post 699 / 1923

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.
My AP 1 - NEW
AQuest update 7/17/08  
 
Agent SmithAK   Posted 5th Jul 2006 6:20am
L4Y Member
Post 92 / 199

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?
My Page
http://agentsmithak.tripod.com/ - ReVaMpEd  
 
SKA-Diesel   Posted 5th Jul 2006 8:28am
L4Y Member
Post 568 / 719

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.
   
Agent SmithAK   Posted 6th Jul 2006 12:12pm
L4Y Member
Post 93 / 199

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?
My Page
http://agentsmithak.tripod.com/ - ReVaMpEd  
 Modified Jul 7th, 01:40am by Agent SmithAK
ergeben   Posted 11th Jul 2006 6:41am
L4Y Member
Post 123 / 154

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
Current guitar tuning: Drop B
www.myspace.com/jacksgoregrindsurprise My One Man Band!  
 Modified Jul 11th, 06:42am by ergeben
Page 2
Multiple Page Topic : 1 3 


Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.14 seconds.