If anyone could spare a minute, I could use a quick bit of help on damage effects. I am fairly good with 3ds Max, and have created quite a few models for the game. I have had no problem crating death animations with effects, but when I create hardpoints for the orrigional models the effects are always on even before the hardpoints are destroyed. I have been able to add rotating and elevating turrets to the models, but the damage animations are always on. I have linked the bones so that they are under the correct branch of the bone structure, but no luck. I am sure there is a simple setting in Max that I am not doing prior to export. I have tried using bones, dummies, and alamo proxies to no avail. If anyone has any insight, I would appriciate the help. I have searched the forums and havn't been able to dig anything up. Thanks.
Link proxy to a dummy named whatever and specify that in the hardpoint coding. Same with scorch marks
I have done that, but I will check more closely. Example of what I have done: Hardpoint is "SPAWN_00". Attached to that via Link is a dummy "SPAWN_00_Emitdamage". Linked to "SPAWN_00_Emitdamage" is "p_hp_imperial_damage". Copy of hardpoint coding:
HARD_POINT_FIGHTER_BAY YesYesSPAWN_00SPAWN_00SPAWN_00_EmitDamageTEXT_FIGHTER_BAY_HARDPOINT180.0 Large_Explosion_Space_Empire Unit_Hardpoint_Bay_Death Anything obvious that I am missing? When the unit jumps in to the game it is already emitting dmg from everywhere a "p_hp_imperial_damage" proxy is located. Is there anything special that has to be done while linking in Max? Thanks for the reply.
Look at some ingame models and see if anything is marked as hidden. That's about all I can think of right now...
From what I can tell, none of the bones ingame are hidden. If anyone else has any insight into this problem I would greatly appriciate the help. Unless there is something goofy in the code I posted, it must have something to do with Max. Does anyone know if there is a very specific way the bones must be linked or if there is a setting in the Alamo utility that must be changed? I know the actual effects bones must be Alamo Proxies, but other than that I am at a loss.
I'm not too sure about this one, but in your hardpoint coding, do you have a model to attach name? It may be defaulting to your damage particle.