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Quick Question (Bone-Related) [message #439028] Sun, 07 November 2010 17:32 Go to next message
Dealman is currently offline  Dealman
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I've made a Tank, which I want the Barrels to work similarly as the ones on the NOD Flame Tank does.

Now, I know how to accomplish this so far. However, I'd want the Barrels to rotate sideways too.

The Tank haven't got any sort of Turret, which rotates. Only the Treads, Chassis and Barrels.

Does anyone know if this would be possible? And if so, how?

Sincerely,
Dealman.

Re: Quick Question (Bone-Related) [message #439035 is a reply to message #439028] Sun, 07 November 2010 18:55 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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Any chance you could upload a pic of your intended vehicle? I can only speak for myself but I can't really visualize what you're trying to accomplish.

I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Quick Question (Bone-Related) [message #439037 is a reply to message #439028] Sun, 07 November 2010 19:27 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Well, I wasn't entirely sure how to describe it...

I've attached a quick reference of what I'd like.

Also note that on my Tank there's 2 Barrels, not one.

Just imagine yourself the Flame Tank, with it's Turret being 'locked'. Then you could aim up and down, however, I'd like it to be able to aim sideways too. Basically move around as if it was inside a Cylinder.

I'm really bad at explaining things Huh
  • Attachment: Reference.avi
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Re: Quick Question (Bone-Related) [message #439041 is a reply to message #439028] Sun, 07 November 2010 22:06 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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Hmm. Well, I might be wrong since I'm nowhere near as experienced in this as others, but what you want to accomplish looks like each barrel would need its own pivot point (at the internal end). And as far as I know, you can only have one V_turret which controls the pivoting. So you could easily accomplish this with just one barrel, but I can't see how doing it with two would work. Huh

I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Quick Question (Bone-Related) [message #439046 is a reply to message #439041] Mon, 08 November 2010 03:10 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Altzan wrote on Mon, 08 November 2010 06:06

Hmm. Well, I might be wrong since I'm nowhere near as experienced in this as others, but what you want to accomplish looks like each barrel would need its own pivot point (at the internal end). And as far as I know, you can only have one V_turret which controls the pivoting. So you could easily accomplish this with just one barrel, but I can't see how doing it with two would work. Huh


Correction; V_Turret is the turret mesh. I believe you mean the Turret-Bone. However, my Tank haven't got a Turret. Also, the Barrel-Bone controls how the Barrel moves.

So yeah, each Barrel would need it's very own pivot point. Sad there's no BarrelA and BarrelB Listen

And to be honest, I'm not even entirely sure if this would work at all considering all current Vehicles ingame(Original), can only aim Up and Down.
Re: Quick Question (Bone-Related) [message #439047 is a reply to message #439028] Mon, 08 November 2010 03:49 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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afaik the barrel controlls up and down and the turret left and right.

I suppose you already got up and down working? If so you'll probably notice you linked both your barrels to it. Do the same with you turret bone (you'll have to find out how to position it to get it to work properly) and you should have it working.
However to prevent the barrels to rotates 360 degrees, you'll have to modify some settings for your vehicle in LevelEdit.

I can't check this in detail atm but I MIGHT have some time when i get home.

EDIT: Oh about the positioning, everything attached to the turret bone will (afaik) rotate around the turret bone's pivot.
You could set the turret bone at the base of 1 of the barrels (A) and let the other barrel (B) copy the rotation. I'm more of a programmer then modeler but it think those modeling programs have some function called instance that makes the copy do the same as the original?


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Mon, 08 November 2010 03:54]

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Re: Quick Question (Bone-Related) [message #439049 is a reply to message #439047] Mon, 08 November 2010 04:47 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Gah! /Facepalm

Thanks my very good Sir, you're a Genius!

Yeah, I'm pretty sure how I'll need to position them Bones. Thanks! I'll let y'all know how it turns out.

Edit:

I got it pretty close, but not the desired effect I wanted. Thus far it'll have to suffice as I keep testing various methods.

Anyone else have any ideas?

[Updated on: Mon, 08 November 2010 15:05]

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Re: Quick Question (Bone-Related) [message #439105 is a reply to message #439046] Mon, 08 November 2010 15:53 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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Dealman wrote on Mon, 08 November 2010 11:10

Correction; V_Turret is the turret mesh. I believe you mean the Turret-Bone.


Whoops Mad
Yeah, that's what I meant.

Good luck getting it to work Thumbs Up


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Quick Question (Bone-Related) [message #439128 is a reply to message #439028] Tue, 09 November 2010 10:24 Go to previous messageGo to next message
E! is currently offline  E!
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Barrel bone position = turret bone position = Angle of the barrel should work for 1 barrel. the second one could be added by script and with Action_Follow_Input it should exactly act like the other one. could be worth a try but note that they also fire at the same time.

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Re: Quick Question (Bone-Related) [message #439129 is a reply to message #439128] Tue, 09 November 2010 10:38 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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E! wrote on Tue, 09 November 2010 18:24

Barrel bone position = turret bone position = Angle of the barrel should work for 1 barrel. the second one could be added by script and with Action_Follow_Input it should exactly act like the other one. could be worth a try but note that they also fire at the same time.


Yeah, I know how to do it for 1 Barrel. It becomes more complicated when using 2 Barrels.

Also, I'm the wrong person to talk with when it's about Coding. And I wouldn't want my Barrels to fire at the same time... (Unless it already exists in LevelEdit, that is.)

Thanks for the Reply though!

[Updated on: Tue, 09 November 2010 10:39]

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Re: Quick Question (Bone-Related) [message #439147 is a reply to message #439028] Tue, 09 November 2010 19:43 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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You definitely need to make a script that accounts for a second turret bone. Not sure if its possible to add new vehicle bone that renegade recognizes with just scripts.dll. With only one turret bone its hard to make it look half way decent. Both the barrels just follow the position of the turret bone. It looks really ugly without a second pivot point for one of the guns.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Quick Question (Bone-Related) [message #439151 is a reply to message #439028] Wed, 10 November 2010 00:58 Go to previous messageGo to next message
my486CPU is currently offline  my486CPU
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That is an interesting idea for a flame tank if you figure it out can you share the info? I was toying with the idea of putting two turrets on the gunboat for a map I'm working on and it occurred to me that I would probably need two turret bones.

[Updated on: Wed, 10 November 2010 01:04]

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Re: Quick Question (Bone-Related) [message #439154 is a reply to message #439028] Wed, 10 November 2010 02:06 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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This is basically the best you can do with a single turret bone which is crap. My turret bone is centered between the guns.

http://www.youtube.com/watch?v=jORP2_bcXDc


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Wed, 10 November 2010 02:07]

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Re: Quick Question (Bone-Related) [message #439157 is a reply to message #439154] Wed, 10 November 2010 02:58 Go to previous messageGo to next message
my486CPU is currently offline  my486CPU
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Gen_Blacky wrote on Wed, 10 November 2010 04:06

This is basically the best you can do with a single turret bone which is crap. My turret bone is centered between the guns.

http://www.youtube.com/watch?v=jORP2_bcXDc


NICE Thumbs Up I think that's exactly what he wants to do. That would look sweet on a flame tank.
Re: Quick Question (Bone-Related) [message #439162 is a reply to message #439157] Wed, 10 November 2010 08:06 Go to previous message
Dealman is currently offline  Dealman
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my486CPU wrote on Wed, 10 November 2010 10:58

Gen_Blacky wrote on Wed, 10 November 2010 04:06

This is basically the best you can do with a single turret bone which is crap. My turret bone is centered between the guns.

http://www.youtube.com/watch?v=jORP2_bcXDc


NICE Thumbs Up I think that's exactly what he wants to do. That would look sweet on a flame tank.


Not exactly what I'd like but close. That's what my current Setting is like. As you can see when he exits the Tank - the Barrels are way off.

So yeah, some kind of Script or 2 independent Turret Bones/Pivot Points would be required.

Edit:
Does anyone know how to make Renegade not automatically smooth every fucking thing you put into it. It's seriously pissing me off as well as ruining my Models.

I've checked for settings in RenX/3ds MAX 8 when exporting it as W3D Asset, but nothing works. FML.

[Updated on: Wed, 10 November 2010 08:41]

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