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Coustom vehicle

Posted: Wed Nov 30, 2016 6:02 pm
by Delta327
How do u add a new msh fir a vehicle?

Re: Coustom vehicle

Posted: Wed Nov 30, 2016 11:19 pm
by commanderawesome
I personally have little experience in this area, but i'm guessing it involves:
1. Making/Porting it.
2. Rigging it.
3. Making animations for it.
4. Munging those animations.
5. Setting up the odf for it.
6. Adding spawn points for it.
7. Adding it to your lua script.
8. Setting up the relevant memory pools for it in said script.

Re: Coustom vehicle

Posted: Thu Dec 01, 2016 8:04 am
by Delta327
What do you mean by riggging it. Im on Wings3d i dont use xsi.

Re: Coustom vehicle

Posted: Thu Dec 01, 2016 3:18 pm
by commanderawesome
Delta327 wrote:What do you mean by riggging it. Im on Wings3d i dont use xsi.
Make a skeleton for it so you can animate it and so the lasers/missles/whatever fire from the right places.

Re: Coustom vehicle

Posted: Thu Dec 01, 2016 4:32 pm
by ForceMaster
There is 3 different types of vehicles: Walker, Hover and Flyer.
Everything have a bit different way to get it ingame, but basicly is the same that commanderawesome says and I add some comments:
Hidden/Spoiler:
[quote="commanderawesome"]I personally have little experience in this area, but i'm guessing it involves:
1. Making/Porting it. You need export it to .msh file.
2. Rigging it. Only if you need moving parts
3. Making animations for it. Again, if you need moving parts (hover and flyers may not need some anims if your model has not moving parts)
4. Munging those animations.
5. Setting up the odf for it.
6. Adding spawn points for it.
7. Adding it to your lua script.
8. Setting up the relevant memory pools for it in said script.[/quote]

Re: Coustom vehicle

Posted: Thu Dec 01, 2016 9:26 pm
by Delta327
Can i see a example of it in a odf.

Re: Coustom vehicle

Posted: Fri Dec 02, 2016 3:23 pm
by Marth8880
Delta327 wrote:What do you mean by riggging it. Im on Wings3d i dont use xsi.
You're going to have to start using it if you want to do anything beyond simple static mesh creation. Without it, you can't export meshes with hard points, skeletons, weights, animations, or cloth.