Page 3 of 4
Posted: Fri Sep 23, 2005 10:36 am
by Teancum
EH?? I thought the pic above was the combat speeder.
Posted: Fri Sep 23, 2005 11:45 am
by SteveK14
Teancum wrote:EH?? I thought the pic above was the combat speeder.
It is. The pic above is the four seat, no roof combat speeder. The ones in-game actually use the assets for the all_rebel_attack_speeder. Two seater and a roof
Steve
Posted: Mon Sep 26, 2005 9:14 am
by Teancum
I was just looking at the Flash Speeder (in sides/ALL) in Visual Studio.Net, and I found these while hex editing. They may be the nulls to move, aim, and animate:
Main Turret:
-Turret_base
---Turret
-----Turret_rail
-------Turret_gun_connect
---------Turret_gun_pivot
-----------Turret_gun
--------------Turret_gun_control
--------------Turret_gun_tip
-----------------hp_fire_main
--------------Turret_barrel_base
-----------------Turret_gun_barrel
Side guns:
-Side_gun_base
---Side_gun_barrel_base
-----Side_gun_barrel
-------Side_gun_tip
---------hp_fire
-Side_gun_base1
---Side_gun_barrel_base1
-----Side_gun_barrel1
-------Side_gun_tip1
---------hp_fire1
(parent/child relationship shown)
Player positions:
hp_main_gunner
hp_pilot
hp_passenger
Others I found:
Dashboard_right
p_collision1
Back_rail
p_collision3
p_collision2
p_collision4
Left_engine
Dashboard_left
Windshield
I don't know how much info will be useful, but hopefully some of it. Next comes the 4 man speeder.
Posted: Mon Sep 26, 2005 9:42 am
by Teancum
Okay, here's the 4 man speeders nulls and whatnot:
hp_pilot
hp_gunner
hp_passenger_1
hp_passenger_2
collision
collision1
collision2
collision3
hp_damage_1
hp_damage_15
hp_damage_2
hp_damage_3
hp_damage_4
p_crithit
turret_base (probably doesn't actually deal with turret -- just a mesh name, as it was not parent/child to anything but the main mesh)
steering_right
steering_right1
glass
Left Gun: (in parent/child format)
-gun_left
---barrel_left
-----hp_fire_2
Right Gun: (in parent/child format)
-gun_right
---barrel_right
-----hp_fire_3
Turret: (in parent/child format)
-turret_body
---turret_aimer
-----turret_barrel
-------hp_fire_1
Posted: Mon Sep 26, 2005 10:30 am
by Teancum
Hmmm.... Upon closer inspection, the Rebel Attack Speeder has 'boneroot' parent to turret_body, where as the 4 man speeder (hereafter known as troop transport) does not. 'Boneroot' might only be a null, which would mean we could add it in Milkshape, but probably not. As far as the body's collision mesh is concerned, I'm having the same problem of only being able to enter thru the rear. (I have it in-game now, too)
Posted: Mon Sep 26, 2005 10:39 am
by maxloef
nice btw i have it al working

and also the posistions r bugged like the pilot and co-pilot r in the dashboard

and the turret guy isnt standing in the Turret thing

but firther its coowl!
Posted: Mon Sep 26, 2005 10:39 am
by SteveK14
Not knowing diddly-squat about modeling myself, but looking at the difference between the rebel attack speeder and the combat speeder mesh files with bconstructor,all of the assets you list above are listed under "static" heading for the combatspeeder and some under Envelope for the attack speeder. These include boneroot, turret_body, Turret_aimer,
gun_left, etc. That may be why they do not animate for the combatspeeder they are listed as static?
Steve
Posted: Mon Sep 26, 2005 10:40 am
by SteveK14
maxloef wrote:nice btw i have it al working

and also the posistions r bugged like the pilot and co-pilot r in the dashboard

and the turret guy isnt standing in the Turret thing

but firther its coowl!
You are talking about the "winged" speeder? Not the four seater combat speeder?
Posted: Mon Sep 26, 2005 10:59 am
by Teancum
SteveK14 wrote:Not knowing diddly-squat about modeling myself, but looking at the difference between the rebel attack speeder and the combat speeder mesh files with bconstructor,all of the assets you list above are listed under "static" heading for the combatspeeder and some under Envelope for the attack speeder. These include boneroot, turret_body, Turret_aimer,
gun_left, etc. That may be why they do not animate for the combatspeeder they are listed as static?
Steve
Yeah, envelope defines bones. The 4 man speeder does not have any. That's why it won't rotate. Maybe L-5-R would be nice enough to add some bones for us, since I belive it doesn't actually need animations, just bones so it can move.
Posted: Mon Sep 26, 2005 11:00 am
by Teancum
maxloef wrote:nice btw i have it al working

and also the posistions r bugged like the pilot and co-pilot r in the dashboard

and the turret guy isnt standing in the Turret thing

but firther its coowl!
I'd like to see what you have. It would be nice to know how you got the turret working.
Posted: Mon Sep 26, 2005 11:15 am
by SteveK14
Teancum wrote:maxloef wrote:nice btw i have it al working

and also the posistions r bugged like the pilot and co-pilot r in the dashboard

and the turret guy isnt standing in the Turret thing

but firther its coowl!
I'd like to see what you have. It would be nice to know how you got the turret working.
DITTO!!!
Posted: Tue Sep 27, 2005 6:42 am
by maxloef
il post it here in a while

Posted: Sat Oct 01, 2005 11:06 am
by Teancum
Updates:
-The Flash Speeder is the speeder found in the ALL/MSH folder (rep_hover_combatspeeder.msh) -- this has been established.
Currently the its biggest problem that we know of is that the driver/front passenger sit up to close to the dash. However, there might be some sort of offset function that we could use to fix it.
-There are two Gian Speeder meshes. They are the same mesh. They both can hold 4 units, it's just that they were never set up to. (I checked both meshes in a hex editor, they both have hp_passenger1 and hp_passenger2).
----The rep_hover_gian_speeder.msh in the Shipped Worlds/Naboo/MSH folder has the right bones.
----The rep_hover_combatspeeder.msh in the Sides/Rep/MSH folder has no bones. It also has collision problems.
So -- here's my update:
-Flash Speeder -> Maxloef is currently messing around with it. Going to see if I can figure out a way to offset the driver and passenger back a bit.
-Gian Speeder -> Currently adding two more seat postions based on hp_passenger1 and hp_passenger2, but am having troubles
maxloef, could you do me a favor and post in-game shots of the Flash Speeder from other angles so that we can see how far up they are? (let the AI drive and you take pics on foot)
Posted: Sat Oct 01, 2005 11:17 am
by SteveK14
Teancum,
The four seater works, animations and all.
Steve
Posted: Sat Oct 01, 2005 1:24 pm
by Teancum
Hmmm... Cool beans! I did you get the collision fixed?
Posted: Sat Oct 01, 2005 1:47 pm
by SteveK14
Teancum wrote:Hmmm... Cool beans! I did you get the collision fixed?
Yes. in a round about way. After I release Tat Fuel CW this weekend, I will post the files here.
Steve
Posted: Sat Oct 01, 2005 1:53 pm
by Gynt_Ryles
Sweet! Looking forward to the map, and I can't wait for this speeder.
Posted: Sat Oct 01, 2005 7:42 pm
by Teancum
Steve, I just got the 4 man Gian working, collision, gunes, seats and all. It was a lot simpler than I thought.
Posted: Sat Oct 01, 2005 8:40 pm
by SteveK14
Teancum wrote:Steve, I just got the 4 man Gian working, collision, gunes, seats and all. It was a lot simpler than I thought.
LOL, yep. Me too..... sssshhhhhh
Posted: Sat Oct 01, 2005 9:00 pm
by Teancum
I fixed the turret on the Flash speeder -- Just use turret_rail for the gunner's postion. That knocks one thing out. The speeder odf does not respond to SetAltitude, so we're going to have trouble keeping it high enough.