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Custom Chairs

Posted: Sat Feb 09, 2013 9:38 pm
by Khannyman
I have a little problem if anyone can help please reply. I need chairs that you are able to sit in, I know this is done similar to the way turrents are setup
but I just can't figure it out completely. In DMI and Battle Arena there are sofas that similar to this
that I have but it's odf doesn't work when I try it on other things. Could someone explain this to me
or has there been any pre-made ones that have been released (Just Chairs), if explained though,
I'm trying to use a normal turrent chairs that I skinned.

Re: Custom Chairs

Posted: Sun Feb 10, 2013 4:13 am
by Maveritchell
Turret. Turret Turret Turret Turret Turret.

Turret.

No "N." It's not even pronounced that way. This is a pet peeve of mine - I honestly twitch a little when I see this (it's like Tourette's, or something, which incidentally would be a less-phonically-incorrect misspelling of the word than "turrent").

You're right that it's just a turret. It's functionally no different from the Atgar laser cannons on Hoth (dish turrets) or the particle turrets on Mygeeto, except that it has no weapon. Look at the example below:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "ArmedBuilding"
GeometryName = "dea2_bldg_throne.msh"

[Properties]

BUILDINGSECTION = "BODY"

RespawnTime = "999999.9"

Label = ""
MapTexture = "alpha_icon"
\\IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.2"

HealthTexture = "HUD_enclosedturret_icon"
HideHealthBar = "1"

GeometryName = "dea2_bldg_throne"

FoleyFXGroup = "metal_foley"

MaxHealth = "80000.0"
AddHealth = "80000.0"


BUILDINGSECTION = "TURRET1"

ForceMode = 1

TurretNodeName = "chair_pivot"

PitchLimits = "0.0 0.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.5"

EyePointOffset = "0.0 2.5 1"
TrackCenter = "0.0 1.5 -2.0"
TrackOffset = "0.0 0.75 2.0"
TiltValue = "5"

PilotPosition = "hp_seat"
Pilot9Pose = "drive"
[/code]
This turret with no weapon (a chair) has a TurretNodeName (a null/hardpoint) that tells the chair where to turn and a pilot position (another null/hp) that says where the unit should be placed. If you're setting up a chair, you need to make sure that at the least you have a meaningful pilot position.

Re: Custom Chairs

Posted: Sun Feb 10, 2013 4:12 pm
by Khannyman
Maveritchell wrote:Turret. Turret Turret Turret Turret Turret.

Turret.

No "N." It's not even pronounced that way. This is a pet peeve of mine - I honestly twitch a little when I see this (it's like Tourette's, or something, which incidentally would be a less-phonically-incorrect misspelling of the word than "turrent").

You're right that it's just a turret. It's functionally no different from the Atgar laser cannons on Hoth (dish turrets) or the particle turrets on Mygeeto, except that it has no weapon. Look at the example below:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "ArmedBuilding"
GeometryName = "dea2_bldg_throne.msh"

[Properties]

BUILDINGSECTION = "BODY"

RespawnTime = "999999.9"

Label = ""
MapTexture = "alpha_icon"
\\IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.2"

HealthTexture = "HUD_enclosedturret_icon"
HideHealthBar = "1"

GeometryName = "dea2_bldg_throne"

FoleyFXGroup = "metal_foley"

MaxHealth = "80000.0"
AddHealth = "80000.0"


BUILDINGSECTION = "TURRET1"

ForceMode = 1

TurretNodeName = "chair_pivot"

PitchLimits = "0.0 0.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.5"

EyePointOffset = "0.0 2.5 1"
TrackCenter = "0.0 1.5 -2.0"
TrackOffset = "0.0 0.75 2.0"
TiltValue = "5"

PilotPosition = "hp_seat"
Pilot9Pose = "drive"
[/code]
This turret with no weapon (a chair) has a TurretNodeName (a null/hardpoint) that tells the chair where to turn and a pilot position (another null/hp) that says where the unit should be placed. If you're setting up a chair, you need to make sure that at the least you have a meaningful pilot position.
Thanks Mav, sorry for mispelling turret....However, this code doesn't work work, it crashed ZeroEditor when I try to place the chair. I changed the Geometry names in the code to match my stuff as well. Did you meant for me to use this code or was this just something to work off of, because if it is I don't know what to do.

Re: Custom Chairs

Posted: Sun Feb 10, 2013 6:25 pm
by Maveritchell
That's just an example. Like I said, you need to have a model that has a PilotPosition node/hp/null, and you'll need to use that name. Practice setting one up with an object you already know has these things, like a preexisting turret.

Re: Custom Chairs

Posted: Sun Feb 10, 2013 7:10 pm
by Khannyman
I'm using shared_turrent_chair , the Imperial one, I skinned it to suit my needs. It is still crashing however.

Re: Custom Chairs

Posted: Sat Mar 02, 2013 2:42 pm
by DarthAphotic
Image

I used the code but my units sit too far down into the chair.
Which part of the code do you adjust to set the height they sit, because
I've tried adjusting the Map Scale and Limit units but it doesn't change anything.

Re: Custom Chairs

Posted: Sat Mar 02, 2013 5:31 pm
by CressAlbane
I think that would need editing the model and adding/moving a hardpoint.

Re: Custom Chairs

Posted: Sat Mar 02, 2013 7:37 pm
by DarthAphotic
Would that require editing the msh. or hex editing?

Because if it does...ehhhhh. Are there any released chairs that would work with this ODF code?

Re: Custom Chairs

Posted: Sat Mar 02, 2013 7:59 pm
by AceMastermind
It looks like your character is sitting on the floor because you have no predefined hardpoint in the chair for the sitting animation to match with. The character dummyroot is what aligns with and attaches to hp_active in the chair msh. You can use Softimage Mod Tool 7.5 and ZE Tools to import examples for location reference.
  • 1. Load the unit template
    2. Import the drive animation(human_drive.msh) and apply it to the unit template
    3. Import the shared_turret_chair.msh
    4. Match the unit's dummyroot transforms to the hp_active in the chair
You can use this as a location template for setting up your own custom chair.