rujuro on 4/3/2005 at 15:04
So I'm trying to define a custom weapon, and I have found that I can create everything I need to give garret a new melee weapon in his inventory, make it selectable, etc. However, it seems that the mesh you define in the render properties only affects the inventory window, the weapon stance seems to define the mesh in Garrett's hand (ex:ews-DAGGER always forces the dagger mesh).
Does anyone know if this is the case? Is there something I'm missing? If not, is there a way to define a new stance that refers to a different mesh for Garrett's hand?
rujuro on 5/3/2005 at 19:44
OK, so I've done more investigating here. It seems that I was wrong, you CAN change the mesh in Garrett's hand, my gamesys must have been corrupted or something.
When I went back to the original gamesys and changed the mesh, the torch mesh appears in his hand instead of a dagger. However, I cannot get it to emit light by adding light properties. What I found is that if I use a Skeletal Tag (as the bow uses), as opposed to the object->mesh property, it does emit light! But then I can't get the mesh to display (except the bow), since there is no skeletal mesh that is a torch.
Any of the developers know what is going on here? If I drop the weapon object in the world, it emits light, but when it's in Garrett's hand it doesn't. Also, it's not a shadow casting light.
rujuro on 5/3/2005 at 21:21
OK, so I guess no one knows about this.
I managed to get a new skeletal mesh into the game using the ActorX utilities in Max (when I figure out more I'll do a write up). So I have a mesh in hand emitting light. The problem now is that I don't know how to go about getting the material to show up in the engine, since I can't use the usual method of applying it in the editor window and adding a skin. Any ideas?
Also, how is an actor set to have an emitter associated with it? I see there are several torch objects that when you place them come with an emitter, but I can't see where in the properties that link is defined, anyone found this?
rujuro on 5/3/2005 at 22:18
Well, either no one is interested, no one knows, or both.
I discovered some more, if anyone is even reading this. [EDIT: The following is no longer relevant, see post below] It looks like attachment links can be defined in the script that defines the actor (T3Gamesys/Classes folder if you export the scripts), which would potentially allow an emitter to be connected to a weapon. However, I get an error whenever I try to compile changed scripts, it says "error Line1: Missing 'Class' definition". I also crash quite often when trying to export the scripts. Anyone have any ideas? Am I wasting my time here?
Dark Arrow on 5/3/2005 at 22:29
I'm currently learning about building the basic geometry, so I can't really be very interested. After a few months I'll probably dig this post up and learn how to do it, so let us all know what you can find.
Shadowspawn on 5/3/2005 at 22:29
I think only the devs would be able to help you here, and maybe they don't know. Maybe they haven't answered because it's the weekend and they're out having a good time instead of sitting at their computers? :cheeky:
You're not wasting your time. Whatever you figure out here will help everyone else out. I'm very interested in getting the tools we need to add custom static meshes and AI and skeletal meshes. I'm also interested in how you used the ActorX utilities to make the arm. Please write that up when you can! :thumb:
I wish I could help you, but I'm just learning and can barely get the editor open without breaking something. I never played with UnrealEd, just Dromed, so all this is totally new to me. I'm counting on you guys to pave the way so I can learn the editor without having to figure out everything like you guys are currently doing.
rujuro on 5/3/2005 at 22:39
Hey, Thanks for the reply, good to know somebody is looking. I think it will be something only a dev can answer, so I'll just have to wait and see if they can offer anything.
Off to enjoy my weekend myself.
rujuro on 7/3/2005 at 16:44
OK, so I was stupid, it's right there in the actor browser. To link actors together you just right click on the actor you want to create the link on, go to show links, and then edit the links like you would any other object.