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Making Driver appear in vehicles [message #125871] Sat, 11 December 2004 10:34 Go to next message
WNxCABAL is currently offline  WNxCABAL
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http://www.n00bstories.com/image.fetch.php?id=1348425610

That is what I have so far if I enable OccupantsVisible.
But how is it possible to make it so the driver actually looks like he is driving/riding the bike (like in real life)

Cheers,

Andy


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Making Driver appear in vehicles [message #125878] Sat, 11 December 2004 11:17 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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Quote:

JFW_Per_Preset_Visible_Person_In_Vechicle (makes a person model show up in a vechicle when someone is inside it)
BoneName (bone to attatch the person object to)
Message (message to send)

JFW_Per_Preset_Visible_People_In_Vechicle (makes a person model show up in a vechicle when someone is inside it, this one does it twice for 2 people in the vechicle)
BoneName1 (bone name to attatch the person object to for the first model)
BoneName2 (bone name to attatch the person object to for the second model)
Message1 (message to send for the first model)
Message2 (message to send for the second model)

JFW_Visible_Person_Settings (script for doing the per-infantry-preset part of the visible people logic)
Message (message to listen for)
ModelName (the name of the w3d file to use for the person model, without the .w3d on the end)
Animation (the name of the animation to play on the person model, it will loop indefinatly as long as the person model is visible)
Subobject (the subobject to use for this animation, a value of 0 will mean "no subobject")
FirstFrame (frame to start animating at, 0 means first frame, -1 means "current frame")
LastFrame (frame to go to, -1 means "end of animation")
Blended (some value for blended animation, only applies to Solders)

Basicly, you stick JFW_Visible_Person_Settings on an infantry preset and JFW_Per_Preset_Visible_Person_In_Vechicle or JFW_Per_Preset_Visible_People_In_Vechicle on the vechicle preset.
If you dont put JFW_Visible_Person_Settings on an infantry unit, you will get an invisible model.
Dont forget to do it for both teams (even if you only have vechicles with visible drivers for one team, remember that the other team may steal one)
You can use different messages (and different settings for JFW_Visible_Person_Settings) for each vechicle if you want.
The model you use must have no worldbox/boundingbox/etc and should have all collision flags set to off.


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Making Driver appear in vehicles [message #125881] Sat, 11 December 2004 11:19 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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Ok thanks,

Next question, how would I create a Bone?


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Making Driver appear in vehicles [message #125908] Sat, 11 December 2004 13:38 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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Create a regular cube, when you set the collision properties make sure only "Export Transform" is checked, and that "Export Geometry" is NOT checked. Whatever the name of that cube is, is the name of the bone.

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Making Driver appear in vehicles [message #125993] Sat, 11 December 2004 21:24 Go to previous messageGo to next message
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Trying to revive the commando mod for renegade Andy? Why don't you ask Genocide for further help.
Making Driver appear in vehicles [message #126003] Sat, 11 December 2004 22:35 Go to previous messageGo to next message
Spice
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Everyone

Trying to revive the commando mod for renegade Andy? Why don't you ask Genocide for further help.


Nope he is boning the old renegade attack cycle for his christmas map. Come to think of it , It was going to be in renalert. I guess that is anonther disapointment about them switching game engines.


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Making Driver appear in vehicles [message #126042] Sun, 12 December 2004 06:14 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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Yup,its for the snowfight map which is almost complete for my BETA testers Very Happy

I might just keep the infantry on top of the vehicle like that in the piccy above Laughing

Because Snowfight is all about having fun Razz

I am also going to include the E3 Flame Tank, Hover MRLS, HUMTOW (I was going to include the Commando Hummer until I saw it was like 3000 polys) and the Renegade2 Mirage Tank (re-skinned/textured)

I hope when it is released that everyone plays it on there servers to get into the Xmas Spirit Razz Smile

C Ya

Andy


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Making Driver appear in vehicles [message #126061] Sun, 12 December 2004 08:45 Go to previous messageGo to next message
tooncy is currently offline  tooncy
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Cool. I always wanted to drive the old flame tank. That thing is just so damn cool. If I can make a request though, can you please include the old Nod Buggy? That would be really cool.

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Making Driver appear in vehicles [message #126093] Sun, 12 December 2004 10:41 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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I would love to have that also, but unfortunatly, the one that was released by Eric Kearns isn't properly boned (the turret fires in one direction and doesn't rotate).
If anyone can release a properly boned version, that would be great and I could add it, but until then, until I properly learn how to bone a vehicle, I cannot add it. Sad


Andy.


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Making Driver appear in vehicles [message #126106] Sun, 12 December 2004 12:00 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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_TFWxANDY_

I would love to have that also, but unfortunatly, the one that was released by Eric Kearns isn't properly boned (the turret fires in one direction and doesn't rotate).
If anyone can release a properly boned version, that would be great and I could add it, but until then, until I properly learn how to bone a vehicle, I cannot add it. Sad


Andy.


That is not a problem with the model. That problem happens with RenCommando 0.10.
Making Driver appear in vehicles [message #126115] Sun, 12 December 2004 13:14 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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So what your saying is, it is a working model, just I'm too stupid to get the physics correct? Razz

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Making Driver appear in vehicles [message #126129] Sun, 12 December 2004 13:57 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Turret and weapon settings can be edited with Level Edit.
Making Driver appear in vehicles [message #126132] Sun, 12 December 2004 14:31 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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I know that, but when I was playing around with the buggy I didn't know as much as I do now, so I commented on what I knew, not what I know now (if that makes any sence).
I will have a look at the buggy again sometime and fiddle around with the physics/settings.

If I still can't do it,
Then its out Razz


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Making Driver appear in vehicles [message #126144] Sun, 12 December 2004 15:28 Go to previous messageGo to next message
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Why aren't you adding on the commando humvee? It would be a great addition to the winter map.
Making Driver appear in vehicles [message #126146] Sun, 12 December 2004 15:34 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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http://www.n00bstories.com/image.fetch.php?id=1200721704
That is 3114 polys

http://www.n00bstories.com/image.fetch.php?id=1069547351
That is 882 polys

Both based upon the same model.

The commando Model was a model I was going to use, but noticed a slight FPS deduction.
I replaced the model with the TOW and whoaa, it raised it to another 20 more frames. No Idea how, but, tis cool! Razz Shocked Cool


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Making Driver appear in vehicles [message #126184] Sun, 12 December 2004 20:37 Go to previous messageGo to next message
Spice
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I want the commando hummer , I don't have that model. Razz

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Making Driver appear in vehicles [message #126412] Mon, 13 December 2004 19:19 Go to previous messageGo to next message
LucefieD is currently offline  LucefieD
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Quote:

(I was going to include the Commando Hummer until I saw it was like 3000 polys)

hehe I know I went and boned that whole thing not knowing it was 3000 polys Crying or Very Sad but wasnt that thing ingame at one time in Commando mod? I remeber seeing a pic Confused


Making Driver appear in vehicles [message #126440] Tue, 14 December 2004 01:03 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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It was used in the 0.10 internal alpha.
ExDeath7, ill get you the link tonight for you to D/L it Razz


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Making Driver appear in vehicles [message #126449] Tue, 14 December 2004 02:11 Go to previous messageGo to next message
Spice
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After a little but of searching I found it stashed on my hardrive. Thanks though , I think I'll bone these vehicles and the old renegade ones for in-game use.

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Making Driver appear in vehicles [message #126450] Tue, 14 December 2004 02:12 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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ok Cool

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Making Driver appear in vehicles [message #126453] Tue, 14 December 2004 03:14 Go to previous messageGo to next message
Spice
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Is there a plug-in to apply DDS format textures onto a model in Gmax.

Also where are the textures for the Commando nod cargo truck interior , they didn't come in the pack. (It might be out of date?)


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Making Driver appear in vehicles [message #126456] Tue, 14 December 2004 03:27 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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You got MSN?, I got like a folder FULL of E3 models.
Tonight I will send you what ever you desire Smile


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Making Driver appear in vehicles [message #126463] Tue, 14 December 2004 05:15 Go to previous messageGo to next message
Spice
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DeathAX@hotmail.com < MSN
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Making Driver appear in vehicles [message #126465] Tue, 14 December 2004 05:23 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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EXdeath7

Is there a plug-in to apply DDS format textures onto a model in Gmax.



I think if you apply textures as a TGA, make the texture into a dds, delete the old TGA (making sure the dds is the same name as the TGA.
Launch W3D viewer, it should appear with the dds texture


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Making Driver appear in vehicles [message #126512] Tue, 14 December 2004 13:01 Go to previous messageGo to previous message
Spice
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_TFWxANDY_

EXdeath7

Is there a plug-in to apply DDS format textures onto a model in Gmax.



I think if you apply textures as a TGA, make the texture into a dds, delete the old TGA (making sure the dds is the same name as the TGA.
Launch W3D viewer, it should appear with the dds texture


Yeah I always knew that works , I just always wondered if there was a plug-in to apply them in max. I'm almost positive there is for 3D Studios Max but I couldn't find one.


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