Help with damage effects -1 reply

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#1 11 years ago

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.




codeuser

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#2 11 years ago

Link proxy to a dummy named whatever and specify that in the hardpoint coding. Same with scorch marks




Guest

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#3 11 years ago

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.




codeuser

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#4 11 years ago

Look at some ingame models and see if anything is marked as hidden. That's about all I can think of right now...




Guest

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#5 11 years ago

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.




Sidious Invader

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#6 11 years ago

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.