van HellSing on 12/11/2005 at 23:55
Hah, tried it using this with "90" values, no wonder I couldn't spot the difference. Unfortunately, 16384 doesn't give the proper rotation as well, so I guess I'll have to experiment some.
Thanks for the tip!
Crispy on 13/11/2005 at 00:46
Try a multiple of 8192 - if I remember correctly, 360 degrees = 32768 Unreal rotation units (and 32768/4 = 8192).
van HellSing on 13/11/2005 at 01:41
Yay, got it to work! :D
Inline Image:
http://nolifeking.webpark.pl/gorget1.jpgMultiples of 16384 work fine, it just didn't snap correctly last time. I currently have it set up like this:
m_parentbone: M1 head
m_atatchmentbone: CENTER
m_rotationOffset:
Pitch: 16384
Yaw: 32768
m_translationOffset:
Y: 1.5
Still needs tweaking, probably needs to be attatched to a different bone altogether (animation is alittle bit wonky right now), but hey, it works! :cheeky:
EDIT: Duh, the bone should be HP_Head of course. m_translationOffset Y is 0, Z needs to be around -5.
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First I wanted to make a new pagan, but I ended up making a Hammerite Inquisitor.
Which finally gave me an idea for the story and setting of my first FM :D
Inline Image:
http://nolifeking.webpark.pl/inquisitor.jpg
Crispy on 13/11/2005 at 06:36
On second thoughts, 65536 must be 360 degrees then. :) That makes a bit more sense actually.
Good work! Awesome Hammerite Inquistor you've got there. Is that a Keeper Enforcer headpiece?
This is great that we can just reattach bits of AIs to other AIs... allows for a bit more variety than what's available in the default actor hierachy, without having to worry about custom resources.
van HellSing on 13/11/2005 at 10:06
Thanks ;).
It's three objects: a standard HoodAccessory (it's used in most Keeper models, including assasins), a gorget and a Hammerite worker mask. Bits of the mask stick out of the hood a little on the sides, but it's not that noticeable.
And yeah, the character customization is pretty neat in T3ed. Can't wait to see other stuff people come up with.
And just think about the possibilities when people start releasing their own static meshes! Full suits of plate armor... custom weapons... and of course: pirate hats! :cheeky:
Ziemanskye on 13/11/2005 at 12:21
I think a full suit of armour might be a bit of a stretch.
Could be cool though, but I totally suck at people type modelling.
STiFU on 23/11/2005 at 09:53
But it would be really cool to model such things, because we could add specular maps then. That would look very cool i think... Perhaps i will try to model some chestarmor somewhen... :)
van HellSing on 23/11/2005 at 21:40
Well, you just have to find the right proportions and bones for making stuff like that. Also, it's good not to be TOO concerned about leaks - as I said, bits of the mask show through the hood of my inquisitor, but it's barely noticeable during play.
Kudos for trying! :thumb:
STiFU on 23/11/2005 at 21:51
The proportions are just right. It fits. but when the AI moves there always hang out some parts... i guess i should play around with the parentbone again...
Dont give up!! *speaking to myself* :cheeky: