Page 1 of 1

Vehicle is alittle too... One sided.

Posted: Thu Jun 26, 2008 6:09 pm
by Caleb1117
I'm guessing this is a modding problem, and not a modeling one, but my V-wing is only "working" on one side.

What I mean is all the Hardpoints on the left side of the vehicle work, the lasers, the missiles, the exhaust, the damage fx.

But none of those things work on the right side. :?

Here's the ODF I'm using, anyone got any advise on this?
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "flyer"
GeometryName = "vwing.msh"

[Properties]
VehicleType = "fighter"
MapTexture = "a-wing_icon"
HealthTexture = "HUD_all_xwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750


//-----------------------------------

GeometryName = "vwing"

//FirstPerson = "ALL\allxwing;all_1st_cockpit_xwing"
FirstPersonFOV = "52" //Ideally, I'd like to see a 80 or 90 fov, with the cockpit brought down on the screen.
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 3000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

PilotPosition = "hp_active1"
PilotAnimation = "drive"

CockpitTension = 22

//ExplosionCritical = "all_fly_snowspeeder_exp"
ExplosionDestruct = "all_fly_snowspeeder_exp"

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 -1.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 5.0 7.0"
FOVEFFectMaxCamOffset3rd = "0.0 9.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.7 14.0"
MoveTensionZ = "4.25"


//MoveTensionX = "2.0"// How far from the screen will the ship move, affects acceleration and braking shift. Low is further from the screen.
//MoveTensionY = "4.5 2.5"
//MoveTensionZ = "3.5"

WEAPONSECTION = 1

WeaponName = "all_weap_fly_awing_cannon"
WeaponAmmo = "0"


FirePointName = "hp_fire"

NextAimer = "-"

FirePointName = "hp_fire1"

WEAPONSECTION = 2

WeaponName = "all_weap_fly_awing_missile"
WeaponAmmo = "0"

FirePointName = "hp_fire3"

NextAimer = "-"

FirePointName = "hp_fire4"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_emit"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"

ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_emit1"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.85"


// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostSpeed = 170.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 150
EnergyAutoRestore = 20
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

VOUnitType = 7
EngineSound = "all_fly_awing_engine_parameterized"
TakeoffSound = "all_fly_awing_take_off"
LandSound = "all_fly_awing_airbrakes_on"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_awing_turn_on"
TurnOffSound = "all_fly_awing_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "all_fly_awing_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "all_fly_awing_shift_up_property 0.11 1"
BoostSound = "all_fly_awing_shift_up_property 0.53 1"
BoostSound = "all_fly_awing_shift_up_high_property 0.66 1"
BoostSound = "all_fly_awing_shift_down_property 0.17 0"
BoostSound = "all_fly_awing_shift_down_property 0.9 0"
TrickSound = "all_fly_awing_roll" //Played when the flyer performs a roll
FlipSound = "all_fly_awing_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.

AllMusic ="all_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"

//Acceleraton = 50.0
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105.0 = .62
//BoostSpeed = 170.0 // Max Speed = 1.0
//BoostAcceleration = 80.0

[/code]

Re: Vehicle is alittle too... One sided.

Posted: Thu Jun 26, 2008 6:22 pm
by Maveritchell
Are you calling your hardpoints right? I know that at least in the weapon hps I see that you call hp_fire, hp_fire1, hp_fire3, and hp_fire4, but no hp_fire2. Any chance you just confused your own numbering system?

Re: Vehicle is alittle too... One sided.

Posted: Thu Jun 26, 2008 7:38 pm
by Caleb1117
No, I doubt it, I opened XSI up, to make sure I had it right, hp_fire2 was one that I put under the nose, cause I wasn't sure where the missiles came from, but decided to use the other nulls I appropriated for them.

Re: Vehicle is alittle too... One sided.

Posted: Thu Jun 26, 2008 7:58 pm
by AceMastermind
I just took another look at your scene and it appears that you rotated the nulls on the rightside by 180 degrees on the Y axis. When in doubt the direction that a Null points, select the null and hit Enter to bring up it's property ppg and change the icon to "Arrow".
Also, problems occur ingame when you symmetrize nulls in XSI, you must create a new null for each one you need.
Image
The model will need to be re-exported.

Re: Vehicle is alittle too... One sided.

Posted: Thu Jun 26, 2008 8:11 pm
by Caleb1117
Ack symmetry got me.