GRIN bogvaldt
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Posts posted by GRIN bogvaldt
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I had a blast! Thanks everyone!
Oh, btw I was GRIN_kentaa, just so you know

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Cool stuff, nice work!

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The best way would probably be to add it as a static prop, and animate it using keyframes in max.
The engine supports animation looping in max, just go into curve editor > controller > out of range types... > and click on loop.
This should make the object loop ingame just as it does in 3dsmax.
Good luck!
Edit - Ah you edited your post while I wrote mine

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If you're modding weapons, make sure that the orientation node is named "align" because that's the name being used in the weapon scripts. The game will most likely crash if you name it something else.
About the lod, if you're only using one model then you won't need the lod group at all. Just put the object in the graphic group and remove all the lod parameters. Don't forget to remove the max_distance parameter also.
And again, watch out what shader the model uses. If it's an instanced shader make sure you put instance_struct="world_tm_ambient_cube" in the object tag.
Example:
<graphic_group name="scar" culling_object="gfx_body_loda"> <object name="gfx_body_loda" shadow_caster="true"/> </graphic_group>
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sure!
I think the main problem is to use the action key to trigger events in a MP map (mainly to start an animation) eg: to open a door
but it would also be usefull to have the ability to run events (eg: a smoke fx in a certain spot after 1min from the start of the match, an explosion fx, a sound fx)
all these triggered both by a timer or by the action key (eg: a detonator) or by proximity of the player (eg: a landmine)
Ah yes, I see.. well sadly there's no easy way of doing this right now. As you said some scripting has to be done for this to work.
I don´t know how much access modders have to the scripts as of now, but you could look around in the vehicle scripts for the blackhawk or the stryker. They have functions for entering and exiting that utilizes the action key.
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You need to put the object inside a body, like this:
<body name="groundplane" editable="true" template="static_ground"> <object name="root_point"/> <object name="name_of_your_mesh" collision_type="mesh_mopp" material="stone"/> </body>
If the object is a box you should change the collision_type to "box" instead of "mesh_mopp".
Good luck!
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what I'm trying to achieve is some workaround to trigger both sound and visual fx in a MP game mode but it seems that I'll have to entrust in the ability of some talented script modder

Can you give an example of what you want to do? Maybe I can offer a solution

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The reason why the exporter complains about the materials.xml file not being found is because it needs it for optimization purposes. But you don't have to point the xml out, it should export fine anyway.
What is causing the unknown exception I don't really know... try unlinking the mesh and do a reset xform on it, relink it to the root_point and export again.
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is it as simple as having three versions of the object in your max scene? All parented to the root_point, with each object being named gfx_body_loda, b, and c according to their poly resolution?
Yup , it's that simple!
Does the group name have anything to do with the max scene, or is that just for the game to define?
No the group name can be whatever you want, it has nothing to do with the max scene.
I guess the other stuff is pretty straight forward.
culling_object - sets wich object to use as a culling volume. This will affect the entire graphic group. Just specify the highest LOD mesh here, and you'll be fine.
max_distance - sets the maximum distance that the object will be rendered. When it reaches the max distance it will be hidden and the next object will be shown instead.
instance_struct="world_tm_ambient_cube" - Watch out for this one. If the weapon has an instance shader on it, like most weapons do, it's for optimization purposes, this line has to be put in every object that has that material on it. Otherwize the game will crash.
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The test parameters are only used for testing purposes in our particle/effect editor. As far as I know you can't offset the sound in any way.
The only parameters that are required for an effect is:
name - the name of the effect
cue - the name of the sound cue that is triggered with the effect
soundbank - the sound bank where the sound cue is specified
To trigger the effect ingame you have to use the collision_effect parameter, wich you put in the body tag of an object.
Here's and example from the fugit.xml:
<body name="chassi" collision_group="1" template="prop_car" ray="ignore" friction="0.4" ang_damping="1.0" lin_damping="1.0" collision_effect="car_impact" collision_effect_filter="180" collision_effect_quiet_time="0.05"
collision_effect - specifies the effect to play on collisions.
collision_effect_filter - specifies the collision speed required to generate a body_collision event .
collision_effect_quiet_time - specifies how long the body should wait before reporting another collision with the same other body. This is used to reduce the number of duplicate collisions when two objects intersect.
Concerning the ambient tag, yeah those are all the parameters you have to play with.
Hope that helps!
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hello.
The weapons without mods are between 1200 to 2500 polys. One exception is the SAW wich is about 6000 polys with all the bullets and stuff.
The addons are between 500 to 2000 polys.
Every weapon and addon has three LOD-steps including the highest one.
The second one being like 50% of the first one (think 3rd person), and the third one being about 10% of the first. (can be very crude, since it will be viewed at a distance of about 15 meters).
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Actually, that button activates the NV-mode on the sight which means that the sight is powering down the reticule ALOT so it doesn't glare up too much when you look through it with your head/helmet-mounted NV-goggles turned on.
That's what differntiates the aimpoint comp ml-2 and the comp m-2, m2 has the ultra low light-mode...
Ah, thats good to know.. thanks
What resolution, if you can say?Sorry, its top secret

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Very nice....
On the rifle scope it has 'NV' & 'on' - 'off' does that mean that the scope has night vision built in?
Nah, those buttons are just for authenticity.
You can't turn on nightvision for the sight alone since you are always able to use nightvision regardless of what equipment you have.
Would be cool though... just having nightvision inside the sight... hmm..

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Oh man. I can't help asking but is there going to be a graphics kits like the console version? With some high quality renders of the characters and some weapons and some screenshots of a map. That render you have on that sig is beautiful. With others like those, forum sigs would be flying left and right!


Can't promise anything but I'll see what I can do!
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bogvaldt, i like that sig you got there... that isnt an ingame character is it?
It is actually.
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2) What are the "static white particles" that appear in the player's view during knee slides?
They look like dust particles to me, caused by the dive/slide, but maybe I´m wrong.

No you are correct. Its dust getting stuck on your googles when youre doing a slide.
Only lasts a couple of seconds, for those of you that are worried

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I noticed in the trailer the gun view is left and right.
I believe Bo already mentioned this in another thread, but the reason why you see the gun on the left side of the screen in some clips is because youre looking through the headcam of one of your teammates. Its mounted on the right side of his helmet and gives you the ability to see exactly what he sees (in fullscreen if you wish, this can be toggled).
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Thats not nearly as dramatic as when I found out that I was going to be working on GR3

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Hey, I suddenly got upgraded to number 16!
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Hi everyone!
I'm number eight in the picture, and also proud to be the second tallest GRIN teammember

My main contributions to the game are (but not limited to) the
(first person weapons) and
(characters).
Good times with the GRIN boys today
in GR:AW (PC) - General Discussion
Posted
Sooo much fun!
I'll never forget my 11-0 round