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v_blackhawkd0.anm no found


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I'm curious, does it make it crash?

I opened the .anm file with a hex editor and it is very short. Maybe it is unfinished.
It does contain <n><ian>helo<pid>

Maybe other files from HX5 are needed?
https://drive.google.com/file/d/1Y4QNYNkrr4FeYeXPp8JlFUBeYKbKlkwB/view?usp=sharing

Edited by wombat50
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No. The game works fine.
Try to make a standard map without mods. Deliver a standard helicopter from the island of thunder and destroy it with the M136.
In the file with the log there will be text that this file is not.
I have never made such files in max for technology and I do not know what is in them and how it is written.
There, apparently, some name of a part of the model is written, for example, for t80
<n><ian><turret> t80u<pid>.

This name can be found in the model file.

In v_blackhawk.pob

 <n><blackhawk>

<n><blade_back>

<n><body>helo

<n><blade_top>

i find only.

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It seems to me that this is tied to a specific model.
A standard helicopter cannot do anything, it cannot even fly normally on points and turn.
Apparently, he can only fly straight and land the player's squad and just take off and fly out of the map through the map.

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Harntrox, the main man behind HX5, made several helicopter models and scripted them to do things that regular helicopters don't do.
I can upload HX5 if you don't have it.

I think there is also a HX3 and a HX4 but I don't have them.
 

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Destruction Animation Tagging
Any part of a vehicle, that will have destruction animations attached, needs to have the
“<ian>” tag in the MAX node name. (e.g. <n><turret><ian>, <n><maingun><ian>). Destruction animations are saved to an *.anm file and are loaded by the application when the vehicle is destroyed. If at any time the vehicle node names are changed, all *.anm files for that vehicle must be re-exported.
Animations will only export correctly if the animation controllers are set to linear, this can be changed in Track View.

Here's how it's done.

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On 28/10/2020 at 21:42, RussiaGhost said:

In the logs, the animation says that this file was not found. Does anyone have it at all? This is some kind of animation for a helicopter, judging by the file.

you will get this error in ike.log every-time you destroy some vehicle which has no destruction animation

17 hours ago, RussiaGhost said:

standard helicopter from the island of thunder

standard  bhawk does not have any animation, once destroyed it just continues to fly, but the rotors becoming quiet.

12 hours ago, wombat50 said:

main man behind HX5, made several helicopter models

in HX4/5 there is drag_bhawk-crashed.vcl , this is indeed separated bhawk crashed model, which has animation...but there is no any black-hawk,zodiac,zebra which fly's, get destroyed and you get cinematic destruction animation.

The only which it has afaik (but it very ugly as model and animation is also more as ugly is drag_apache model you can see it here)

 

However you can try to script it and to replace normal bhawk with destroyed one..it has take me just 40 hours :) take look here  (set speed to 0.5 from sec 50-57)

 

 

 

Edited by die7
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1 hour ago, die7 said:

you will get this error in ike.log every-time you destroy some vehicle which has no destruction animation

standard  bhawk does not have any animation, once destroyed it just continues to fly, but the rotors becoming quiet.

in HX4/5 there is drag_bhawk-crashed.vcl , this is indeed separated bhawk crashed model, which has animation...but there is no any black-hawk,zodiac,zebra which fly's, get destroyed and you get cinematic destruction animation.

The only which it has afaik (but it very ugly as model and animation is also more as ugly is drag_apache model you can see it here)

 

However you can try to script it and to replace normal bhawk with destroyed one..it has take me just 40 hours :) take look here  (set speed to 0.5 from sec 50-57)

Can he somehow make him fly normally?
This is that now in the standard it is not about anything.
He cannot even fly over points normally.
Maybe there is some mod that will do this?

The last video doesn't look bad.

 

 

 

 

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1 hour ago, RussiaGhost said:

Can he somehow make him fly normally?

no and yes, it takes a lot of effort

 

1 hour ago, RussiaGhost said:

This is that now in the standard it is not about anything.

it is like it is

 

1 hour ago, RussiaGhost said:

He cannot even fly over points normally.

true

 

1 hour ago, RussiaGhost said:

Maybe there is some mod that will do this?

no

 

1 hour ago, RussiaGhost said:

The last video doesn't look bad.

thank you ;)

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So I made a route and the helicopter cannot fly over it normally. He may even fly away through the mountains and not return. I do not like it.
It cannot turn normally on points and it looks strange. It turns slowly like a huge ship.
I tried to make single points and set the orientation and nothing changes.

The only thing that turns out to be to make a flight in a straight line and disembark a detachment and fly away in a straight line as in cube maps.

bh.png

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What happened to the download section?
Just a blank sheet and that's it.
There was a max file with a turntable. Where can I download it now?
Interestingly, you can make a stationary object from a helicopter, such as a tree or something else?
I've seen this from a jeep or truck.
It looks a little strange but it doesn't look like it otherwise.

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There was a cyberattack on gr.net. recently.

Rocky and staff are working on getting the d/l section backup.

On working with helicopters. Set the speed low enough they can make turns.
If the speed is too high the path will not work.

Edited by wombat50
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well you can also try to adopt in .vcl file next values to get it better under control

 

    <Acceleration>6</Acceleration>
    <Deacceleration>6</Deacceleration>
    <TopSpeed>69</TopSpeed>
    <TurningSpeed>8.436332</TurningSpeed>

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16 hours ago, die7 said:

well you can also try to adopt in .vcl file next values to get it better under control

 

    <Acceleration>6</Acceleration>
    <Deacceleration>6</Deacceleration>
    <TopSpeed>69</TopSpeed>
    <TurningSpeed>8.436332</TurningSpeed>

I tried different values, there is not much difference.
Through the script, it turns it right.

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I put a route point near it in the right place, put an empty effect, then I set a zone and make a script: If the helicopter approaches a zone with a distance of 5 m, execute the request TeleportAirVehicle (Helicopter, Helicopter(Position), Orientation (Effect), Speed (0)).

Near the effect I put a point where it should fly, and so several points as needed.
In the game, the helicopter flies up to a point in the zone, turns to the position of the effect and flies further to the point because it is in the same place as the effect.

Group: <Default>
Comment:
   1
Trigger Event:
   Vehicle 296 is within 5 meter(s) of Zone 1h.
Responses:
   Allow this block to be reactivated.
   Teleport Vehicle 296 to Vehicle 296 facing Effect 2 and moving at 5.

 

Edited by RussiaGhost
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