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MechII | Sat Aug-18-07 04:02 PM |
Member since Oct 16th 2005
25 posts
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#2. "RE: Weapon Node Settings/Gesture, Speed Settings"
In response to Reply # 1
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Check the wolfman forum for more information about progress in this area.
Ive got a working atlas with 17 weapon node locations including 4 on each arm and 3 on each torso area.
Many more files than just the atlas.ase file are needed. The list so far is atlas.ase, atlasx.ase, atlasl1.ase, atlasrightarm.ase,atlasleftarm.ase, atlas.ini,atlasrightarm.ini,and atlasleftarm.ini.
Node information has to be listed in most or all of these files.
Im also looking to see if jumpspeed and jump range can be changed. I havnt seen anything yet in the mc2sourcecode about how to do this.
MC Gold on the other hand has a file called sprites.pak that has this information about modifying jump stats.
st Name = "thor" ul HeapSize = 4095 ul legFileNumber = 5; ul torsoFileNumber = 5; ul rightArmFileNumber = 5; ul leftArmFileNumber = 5;
uc NumParts = 4 st PartAbbrev = "btlr"
f fb_d_xlat = 2.0 //Velocity along i mech assumes at start of animation. ul jumpAirborne = 9 //Frame at which mech leaves the ground. ul jumpHold = 23 //Frame to hold at until mech gets back to landing altitude. f jumpStartLandTime = 0.86667 //Time at which to continue jump animation. f jumpMaxDistance = 300.0 //in m Used to calculate velocity by jumpMaxDistance / 10.0(s) f jumpGravity = 9.8 //Acceleration of gravity. Used to determine height of parabola. f jumpStartVel = -5.0 //Startup Velocity in jump gesture. ul r_fb_w_fb_frame = 10 //Once r_fb gesture is complete, which frames do we need fom w_fb ul r_ff_w_ff_frame = 16 //Once r_ff gesture is complete, which frames do we need fom w_ff ul s_fb_w_fb_frame = 16 //Once S_fb gesture is complete, which frames do we need fom w_fb ul s_ff_w_ff_frame = 16 //Once S_ff gesture is complete, which frames do we need fom w_ff ul walk_to_w_r_frame = 10 //If going to w_r, what frame do we transition on in walk. ul run_to_r_w_frame = 9 //If going to r_w, what frame do we transition on in run. ul runToGunPose = 1
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MechII | Mon Sep-10-07 08:04 PM |
Member since Oct 16th 2005
25 posts
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#4. "RE: Weapon Node Settings/Gesture, Speed Settings"
In response to Reply # 0
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Apparently deep exploration 5 cannot read some geometry objects and all the site object and bone helper objects.... I Still can make exact weapon node locations using dummy helper object in 3ds max 9 and just copy it to the original .ase to get exact coordinates...
I may need an .ase importer plugin that works with 3ds max 9. All the .ase importers only seem to work with 3ds max 4 through 6.
Why is it that microsoft gave out a source code with mech files in an exported format instead of their original .max format? Having both the .max and .ase formats of the mechs would be much more helpful...
I was able to delete from the arms of the atlas those little weapon housing triangles very easily in 3ds max 9. I imported in mcl_mc_er ppc weapons and placed them on the arms and merged with the arms but it was not able to read the art for the weapons yet. The .ase format did not work right because of improper conversion through deep exploration 5.
The mcl_mc weapons are much more detailed than the actual mechs, and adding in 2 er ppcs onto the arms of the atlas made the .ase export over twice as large. The mech meshes are relatively simple polygons. I'm not sure if the game will be able to read so much geometry information, it probably has a limit.
I may be able to copy the geomobject of the er ppcs into the original .ase file to get the mech to work right, but still got to get the art to be read in the 128 folder...
If this works it is possible to make several versions of mechs with visible arm weapons, such as an atlas with 2 er ppcs version, 2 gauss version, etc. Since this would be read as all new mechs, this kind of change would most likely need a new recompiled mechcommander2 with more than 128 mech limit, and a ton of .ase and .csv files...
I will probably look into that torso twist issue again soon, been looking all over the source code lately and distracted with other things.
Ok I found out how to add these mcl_mc weapons to mechs visually. Create and connect them them within 3ds max to the arms, export to the .ase format that doesnt work correctly, then copy the geomobject of the weapons to the original mech .ase file.
On the atlas delete the triangle weapon housings on the arms then place whatever weapons on the arms you want, and link to the Joint_gun geomobject in 3ds max. Export to .ase then copy the new joint_gun geomobject to the original atlas.ase file in place of the a_gun geomobject for both arms. Rename the joint_gun to a_gun and rename parent to joint_gun and it works!!
The weapons have to be scaled correctly but can be placed on sides of torso as well i believe in 3ds max.
Ok I finally figured out part of the torso twist problem. It does not seem to have anything to do with animation files... It looks to be a problem with making variants in game... When I put the new mod in by .csv it worked perfectly with the weapons all firing with the torso twist...
Apparently when mods are made in a .var file they have this torso twist problem... This may be able to be fixed but I don't know how yet..
I got an atlas.ase, atlas.ini, and atlas.csv with 2 short range mods made in .csv. 11 laser atlas and a more fitting 7 laser and 4 ssrm atlas. More .csv variants can be made.
I can make a .csv to match the ppcs placed on the atlas arms in the .ase file. I believe for every atlas with dif arm placed or side torso placed mcl_mc weapons there needs to be a .csv file, .tgl file,.agl file,.ini file, and references in purchase files...
Weapon nodes cannot be deleted without mech problems in the .ini file. However the numbers or the locations of the each weapon node reference can be changed or moved around.
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Digital Utopia | Tue Jul-01-08 05:00 PM |
Member since Jul 01st 2008
2 posts
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#5. "RE: Weapon Node Settings/Gesture, Speed Settings"
In response to Reply # 4
Tue Jul-01-08 05:03 PM by Digital Utopia
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Hi, I just came across this site via google while trying to get some info. After just downloading the MC2 source recently, I decided that since I was unable to find a suitable script and using 3rd party apps tends to degrade the source data, I was going to take it upon myself to create a MAXscript for importing MC2 .ase files into Max 7.
Considering that this decision was made without any previous knowledge of MAXscript, I'm pretty happy with how quickly I was able to not only learn the language, but also how well I managed to reverse engineer the .ase format.
I've gauged my success so far based on exporting my imported mesh back to .ase, and comparing it to the original. Below is a brief rundown of what I've got accomplished so far
- all mesh data, UVs, CVs, smoothing groups and material ids
- normals are about as accurate as possible..some of the numbers are a couple of thousandths off due to the fact that floats are limited to 4 places to the right of the decimal - but it shouldn't matter
- hierarchy with accurate bone helpers
- material data was (so far) successfully reverse engineered to match both the material and map properties
I still have a couple of things left to do before I can test it on all mc2 .ase files
- animation data still needs to be imported. I've managed to figure out how it relates in the .ase file, I just need to learn the MAXscript to import and apply it.
- although it's possible to use dummies in the place of "site objects", I'd like to dig around some more to see if I can't get it completely accurate
- quite possibly a few bugs as I widen my scope from just my test mesh on to the rest of the meshes. mostly subject to dummy sizes, and material value conversions
anyway...enough babling here's a screenshot of what I have so far

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wolfman | Tue Jul-01-08 11:25 PM |
Member since Apr 15th 2003
351 posts
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#6. "RE: Weapon Node Settings/Gesture, Speed Settings"
In response to Reply # 5
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