3rd Party Models/Media Chat / modeling firespot - how to?

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 19th Aug 2015 22:14
Hi guys
I have no experience modeling weapons, do not know how to create the firespot, and I need to make my bot ready for GG, but do not how it does.
What is the muzzleflash and firespot, and how you create them?
Also how you attach the crosshairs to the weapon?



Thanks in advance for any clues that you can give me, and thanks for watching the video.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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HarryWever
3D Media Maker
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Joined: 14th Jan 2010
Location: below Sea level
Posted: 19th Aug 2015 22:32
Hi 3com,
You can place a bone where you want that the firespot is.
The name must be FIRESPOT
In your case place the bone in the barrel, then you link the Bone to the barrel. so if the barrel spins the bone goes with it.

In the fpe file you set the entity as character and with a weapon.

Hope this helps

Harry
Harry
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3com
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Location: Catalonia
Posted: 20th Aug 2015 19:09
Thanks a lot mate!

Quote: "You can place a bone where you want that the firespot is.
The name must be FIRESPOT
In your case place the bone in the barrel, then you link the Bone to the barrel. so if the barrel spins the bone goes with it."


That part is already done, the firespot now rotate with the turret (barrel), After doing what you suggested above.



Please, what's about: muzzleflash and crosshairs ?

Should I model them, or can I use stock one?

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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smallg
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Posted: 20th Aug 2015 19:22
this is going to be for third person?
if you're using stock weapons it should keep all the characteristics from the weapon already
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
3com
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Location: Catalonia
Posted: 20th Aug 2015 19:56
Quote: "this is going to be for third person?"

Tha's a good idea, however my firts thought was as character, due I want to see player dealing with many of them.
Even I think in a different kind of them, with differents abilities (ammo,strenght, damage, etc), but firts I wanna get this one working with GG, when I get some skills about dealing with weapons i GG, so will be the moment for to do.

It is going to be character (because moving/walking) and weapon (because shooting), and I need to get the balance between them in GG.

Now I'm thinking also in add a "Death" secuence frames, but perhaps this should be the last step, before I want to solve firespot frame issue.

Quote: "if you're using stock weapons it should keep all the characteristics from the weapon already"

I also think so, but which the most accurate in this case?

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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smallg
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Posted: 21st Aug 2015 18:13
if it's an ai character why would it have crosshairs? that's why i was asking if it's third person
muzzleflash will work but as with the ai it'll only be visible up to a certain distance.
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 21st Aug 2015 19:20
Quote: "if it's an ai character why would it have crosshairs?"

That's a good question.

Now I've my bot moving fine in editor, but does not ingame, do not why in test mode it does not moving, non animate.

Some curiousity was when my bot comes with shotgun in test game mode, of course I had added weapon in fpe, but does not mind.

so how to add weapon feature, with out the weapon being visible?
It do not need the weapon, it already has the turret, I only want the turret shooting like weapon.

I've attached "soldier.lua" , set fpe as follow:

Quote: ";identity details
ischaracter = 1
hasweapon = modern\shotgun
isobjective = 0
cantakeweapon = 1
;ragdoll = 1"


About animation frames in fpe file, I guess I should edit it with my bot frames, but what's about the unneeded frames, should I delete them?

It should behave like a tank, tank moving and shooting at time.

Well guys, all fedback are welcome, zero experience with characters and either weapon, do not want a master full tutorial, only get the necessary skill, to achieve my goal.

3com


Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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Errant AI
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Posted: 21st Aug 2015 19:37
Quote: "so how to add weapon feature, with out the weapon being visible?"


Best way is to create a dummy VWEAP.x model which contains only the firespot and no (visible) geometry for the weapon itself (It can be present but hidden so that you can attach firespot to it for flash positioning reasons).

Alternatively, you could also, in gunspec.txt, link the vweap to use a texture set which is 100% alpha and that will make it invisible (but it will still load geometry which is wasteful).

To do that, you will need to add a line to gunspec that is like this:

vweaptex = texturesetnamewithoutsuffix
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3com
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Posted: 23rd Aug 2015 11:31
Thanks you Errant AI!, i'll give a try.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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