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Invisible staff [Solved]

Posted: Thu Nov 16, 2006 6:05 am
by Maveritchell
I'm currently making a staff-type weapon. It is, right now, just a long pole. It has an hp_fire on each end (hp_fire1 and hp_fire2, respectively), a dummyroot in the center, and an hp_active in the center. It runs parallel to the y-axis.

When I put it ingame, essentially as a replacement mesh for Darth Maul's saber, it is invisible.
the .odf wrote:[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "gkstaff1"
ComboAnimationBank = "human_doublesabre sabre cis_hero_darthmaul"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "0.0"
LightSaberWidth = "0.0"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

FirePointName = "hp_fire2"
LightSaberLength = "0.0"
LightSaberWidth = "0.0"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"
It is not, however, invisible when I throw it with saber throw.

Any guesses?

RE: Invisible staff

Posted: Thu Nov 16, 2006 6:13 am
by Penguin
LightSaberLength = "0.0"
LightSaberWidth = "0.0"

they might be causing it, not sure

Re: RE: Invisible staff

Posted: Thu Nov 16, 2006 6:27 am
by Maveritchell
Penguin wrote:LightSaberLength = "0.0"
LightSaberWidth = "0.0"

they might be causing it, not sure
I've done this before, though, when using Vyse's vibrosword model ingame. With that, I changed the mesh from a standard lightsaber to his mesh, then adjusted the bladelength to zero. Necessary or not, it certainly didn't mess up the model.

And actually, I was sort've following along the advice you were getting from Lord_Bandu when you were making your magnastaff. I'd be interested in knowing what steps you made to fix your staff from when it originally didn't show up ingame to when you got it working. (Other than the model size error.)

RE: Re: RE: Invisible staff

Posted: Thu Nov 16, 2006 6:40 am
by Penguin
it wasn't showing up inagem becouse i wasn't exporting it right ((diddn't branch select))

Re: RE: Re: RE: Invisible staff

Posted: Thu Nov 16, 2006 4:29 pm
by Maveritchell
Penguin wrote:it wasn't showing up inagem becouse i wasn't exporting it right ((diddn't branch select))
Well, then, I suppose it's not that.

I don't suppose it would have anything to do with an incorrectly set-up hierarchy, would it? I've tried all the nulls under "Scene_root," setting the "hp_whatevers" under "dummyroot" under "scene_root," setting, in addition to that, the polygon under "dummyroot" with the "hp_'s," and setting the "hp_'s" under "dummyroot" under the polygon under "scene_root," all to no avail. Would something like that even effect it showing up ingame?

Likewise, I've increased the size of the model, thinking maybe it was too thin a staff and polies were disappering (it's a very low-poly model to begin with, though) - but that also didn't work.

RE: Re: RE: Re: RE: Invisible staff

Posted: Thu Nov 16, 2006 10:30 pm
by Delta_57_Dash
simple... you don't have a bone running down the length of the staff...

Re: RE: Re: RE: Re: RE: Invisible staff

Posted: Thu Nov 16, 2006 10:39 pm
by Maveritchell
Delta_57_Dash wrote:simple... you don't have a bone running down the length of the staff...
What do I need to do to make it functional? One bone connecting... hp_fires 1 and 2? And does the bone need a specific name? (Do bones even have names, I ask, as I show my ignorance?)

Re: RE: Re: RE: Re: RE: Invisible staff

Posted: Fri Nov 17, 2006 12:31 am
by Vyse
Delta_57_Dash wrote:simple... you don't have a bone running down the length of the staff...
It doesn't have to be a bone. You can attach stuff to models with meshes themselves. (Just remember to hide them)

@Maveritchell
Can you post a picture of your scene with the heirarchy and all. Maybe then, someone can spot something wrong.

Posted: Fri Nov 17, 2006 1:18 am
by Maveritchell
Scene y hierarchy:

Image

Posted: Fri Nov 17, 2006 1:53 am
by Penguin
well duh!

everything goes under Dummyroot!

((move the cylinder under the dummyroot null))

Posted: Fri Nov 17, 2006 2:41 am
by Maveritchell
Penguin wrote:well duh!

everything goes under Dummyroot!

((move the cylinder under the dummyroot null))
D' oh. Thanks for pointing that out. I had tried that before, but at some point I realized I was incorrectly calling the model in the .odf, and after I fixed that, I never went back and changed this.

*Slaps self*