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How To: Make a Jetpack

Posted: Sun Jul 29, 2007 3:42 am
by lieutenantcoda
how do you make a FUNCTIONAL jetpack with effects and all.

any specific rules I need to follow?

Posted: Sun Jul 29, 2007 4:28 am
by Murdocr
I'm pretty sure the jetpack is just a simple mesh, nothing special. All you need to do is add lines in the .odf of the unit to give it the ability to use the jetpack and add lines for the effects. I'm almost certain that that's all there is to it.

EDIT: look in the republic jettroopper .odf to find the lines i'm am talking about.

Posted: Sun Jul 29, 2007 5:57 am
by Penguin
1: create your model and texture it
2: create a lowrez, shadowvolume, and collision
3: export
4: attach it to a bone on your unit in the .odf
5: add the jetpack lines in your units .odf
6: make a new jetpack effect if needed
7: munge
8: play
9: take screenies
10: share with us lol.

Posted: Sun Jul 29, 2007 8:29 am
by The_Emperor
The 10th point from pingwings post is the most important one. :D

Can't it be done by having some add-on msh of a jetpack attached onto a bone of an existing model? That'd save our coda here a lot of work :P But I dunno if thats possible. How did (sorry but uhm) Veritus do that with his Ryloth clones?

Posted: Sun Jul 29, 2007 8:41 am
by Penguin
*ahem*
4: attach it to a bone on your unit in the .odf

Posted: Sun Jul 29, 2007 12:58 pm
by Maveritchell
Penguin wrote:*ahem*
4: attach it to a bone on your unit in the .odf
FYI, geometry addons don't work with jet hovertypes. I've tried multiple times and numerous ways, to no avail. If someone can prove me wrong, I'd be happy, but AFAIK, it's not possible.

Posted: Sun Jul 29, 2007 1:48 pm
by wazmol
what is the correct way to attach one mesh that you have created in XSI to a bone on another character? (its a shoulder pad for a ep3 clone).

Sorry for sorta jacking a thread.

thanks

Posted: Sun Jul 29, 2007 2:00 pm
by Maveritchell
AnimatedAddon = "headpiece"
GeometryAddon = "addonmeshname"
AddonAttachJoint = "bone_whatever"
I'm not entirely sure if there is more than one type of AnimatedAddon (and therein may lie the solution to adding a jetpack that doesn't disappear in jet mode), but with the headpiece addon you can basically add it anywhere, provided you position it correctly, relative to the origin, in XSI. I believe the origin represents the bone you're adding it to.

Posted: Sun Jul 29, 2007 2:27 pm
by -_-
I'm pretty sure you'll need to add hp's to attach the effects as well.

Posted: Sun Jul 29, 2007 2:33 pm
by Maveritchell
-_- wrote:I'm pretty sure you'll need to add hp's to attach the effects as well.
Do we know what those hp's need to be called? Cause the .odf doesn't reference a specific hp to add the effect to. It looks more like there's some convention, although I don't know we know what that is.

Posted: Sun Jul 29, 2007 10:15 pm
by Penguin
don't need a hp, effects just come off the units model i think.

Posted: Sun Jul 29, 2007 10:25 pm
by Syth
yah they come off dummyroot, where the effects "are" is determened by the effect

Posted: Sun Jul 29, 2007 10:48 pm
by Penguin
jetpack is just a model, doesn't need anything. otherwise how would every one be adding jetpacks to the rebel engineer and battle droids etc?

I've done it myself, all you need is the model, and follow the steps i posted above.

Posted: Mon Jul 30, 2007 4:15 am
by lieutenantcoda
is it possible to make a 3 flamed jetpack instead of the default 2 flame

Posted: Mon Jul 30, 2007 5:22 am
by Murdocr
Yeah, you just need to make a different effect in the particle editor

Posted: Mon Jul 30, 2007 7:39 am
by lieutenantcoda
um, can someone help me with that then :lol: