Game Development Community

Weapon MountPoint dont work

by Mathias · in Artist Corner · 02/25/2006 (3:44 pm) · 33 replies

Hi,

i have a little problem, i tried to model a weapon, i have done it like in this tutorial:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9230

But the mountPoint and muzzlePoint dont work, the weapon get always with the center of the Bounding Box to the player model attached.

That is part of the script an $WeaponSlot is always 0 i think...but i am not a scripter.


datablock ShapeBaseImageData( IonCannonImage )
{
className = "WeaponImage";
shapeFile = "~/data/shapes/wep_ioncannon/ion_cannon2.dts";
emap = true;
scale = "0.6 0.6 0.6";

mountPoint = $WeaponSlot;
//offset = "0.1 0.15 0";
eyeOffset = "0.4 0.7 -0.5";
correctMuzzleVector = true;

// -- BeamProjectile, BulletProjectile, Projectile, LinearProjectile
projectileType = BulletProjectile;
item = IonCannon;



I hope someone can help me...thx a lot


best regards,
Mathias V.

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#21
08/06/2006 (10:02 am)
Please note. I noticed above the posts read the model has to have a mount1 node. This is actually supposed to be a mount0 node. As for the location of your cfg file: Are you using Windows or Mac?

I have found what appears to be a bug in the Maya 7 exporter for Macs in that you can only export to the folder where the model resides. So to make sure everything works, keep the cfg file with the model and export to the same. Safest way to make sure it all works.
#22
08/06/2006 (10:07 am)
I need a texture to get anything exporting correctly? That will be a problem as my artist is out of reach for a long time and I am incompetent with maya as an artist. How do I get rid of the modelx xyz orientation? I changed the orientaion of the mount nodes and nothing has changed.

So should these nodes be named mount0 or mountPoint?
#23
08/06/2006 (10:32 am)
Dave, you helped me with this same problem a while ago. Remember? My weapons were all facing the wrong way and I couldn't figure it out. You sent me the fixed model in FBX format which I couldn't open, 3 HD formats later I finally get Maya 7 and don't have the model any more so now I rely on your input for this one as well. :P

I came to believe the problem was not with my weapos but with the mount0 node's orientation (specifically the rotation) relative to the RWrist node.

I also want to ask the same question about texturers that Nikhil asked. I just made a post of my own at
http://www.garagegames.com/mg/forums/result.thread.php?qt=48733
regarding this very issue. I have modelled my character, created the skeleton, rigged him , removed the rig (didn't like it he he), and am now still busy weighting him. I did have the UVs sorted before but then modified the model and removed some verts. This caused some of the UVs to vanish, but the ones that remain are still within the 0 to 1 bounds so should still work. My problem is that the model exports no problem, loads in the game no problem, but then appears to have inverted normals when looking at it from different angles. Does correct UVs actually influence the export process?

Does this mean that until the photoshop work and UV mapping is complete that the exporter or Torque will mess up the model? This sounds a bit weird...!
#24
08/06/2006 (11:34 am)
@ Jacco yes i remember you.... Should have all the uvmapping texturing den before any rigging/exporting
that like placing the cart before the horse if you dont asking for trouble.
If you edit the model after you have finished the texture/uv mapping your going to have to
remap the affected area's. or the uv's will be out of place "not maped". I wood need to see the model before commenting more on it

@Nikhil you need a texture of some kind or the engine will show it blank white
the nodes are wrong rotate them to face the right way to fix Z_up Y_Forward.
to fix the xyz orientation chick on the model and in "maya" modify/freeze transforms
then keeping the model highlighted edit/delete all by type/history
#25
08/06/2006 (1:07 pm)
I sent it through the email address listed in your torque page. Not sure if that is correct email, though. Anyway, looking forward to some feedback.
#26
08/06/2006 (1:55 pm)
Was a email glich dmac155@gmail.com was missing the"i"
#27
08/06/2006 (2:56 pm)
He he he

Sent the file to the address listed, sent a "don't worry, I figured it out. Let me post this before someone offers to help" email to the same address and then get you telling me the addy is wrong. He he he!

Anyways, yeah, I figured it out...finally!!! My Lambert had opacity set. I crerated a new Lambert and assigned it to my model. I hit export and voila. Everything is fine, now!

Thanks anyways :D

p.s. I feel like I have hijacked this thread... Sorry dude.
#28
08/09/2006 (3:46 pm)
So here are my questions right now.

1) Will the weapon export without a texture?
2) What should the mount points be named? Are they case sensitive?
3) What should the outliner have in it right before I hit export?

Thanks.

-Nick
#29
08/09/2006 (8:03 pm)
Yes
"MountPoint" "muzzlepoint" "ejectpoint" make sure there at 0.0.0 then move to the final placement and dont freeze transforms on them.
www.picturehosting.org/images/dmac/hyp.jpg
#30
08/10/2006 (1:41 pm)
What's the difference between the gun and collision mesh? Is the bounding box the one that is created when you press the box method in the dtsUtility window? Would you please take a look at the model I posted above? It also has the cfg and the dts file.

Thanks.

-Nick
#31
08/10/2006 (1:59 pm)
You should look over the Dts doc's Here for basic dts info and guns in maya
Here
#32
08/11/2006 (3:18 pm)
Thank you all for your help. It turns out I missed the fact that the bounding box orientation determines the orientation of the weapon.
#33
08/11/2006 (3:40 pm)
Yes but not the orientation of the nodes/mounts they must face the right direction Z=up Y=forward
or your gun will mount the wrong way
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