{Help}Mechs in Renegade [message #304879] |
Sat, 22 December 2007 09:37 |
CMDBob
Messages: 3 Registered: August 2007
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I have a nice mech model I made, and I want to get it to walk like a mech in Renegade. How would I do this?
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Re: {Help}Mechs in Renegade [message #305194 is a reply to message #304879] |
Sun, 23 December 2007 18:49 |
cfehunter
Messages: 31 Registered: February 2006
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You need to make a walking animation for it, then it requires a script to make it stop when the mech stops walking or you'll have the problem that the wolverines had in the old reborn.
The new reborn made a script for it and i believe that's in the new scripts.dll build.
So that's the biggest problem sorted out for you.
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Re: {Help}Mechs in Renegade [message #305521 is a reply to message #305319] |
Tue, 25 December 2007 10:50 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Yes the Reborn is currently the best for it, I have a script for Renhalo that does turning and walking and running animations as well, but its not ready for release yet, so stick with the reborn one.
(The reborn one wants you to have modelname, modelname_m, and modelname_b for movement m is forward and b is backward, modelname is just a default one).
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[Updated on: Tue, 25 December 2007 10:51] Report message to a moderator
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Re: {Help}Mechs in Renegade [message #305526 is a reply to message #304879] |
Tue, 25 December 2007 11:39 |
CMDBob
Messages: 3 Registered: August 2007
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Right I did that, got the script attached... and the animations don't work. I exported all 3 models as Hierarchical Animated Models, and made the two animation models have the main model as the skeleton. Did I do it right?
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Re: {Help}Mechs in Renegade [message #305717 is a reply to message #305526] |
Wed, 26 December 2007 16:09 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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I think you'll have to do like this:
1. Model the mech.
2. Export it as a skeleton. Lets say "ABCD"
3. Then open the mech again, animate the forward animation.
Export it using the skeleton and name it "ABCD_m".
4. Then open the mech again, animate the backward animation.
Export it using the skelton and name it "ABCD_b".
Or you just export the model as W3D, then you open the model again and repeat step 3 and 4, without using any skeleton. Just "ABCD_x" and save as animted frames.
Not sure if those works, I'll try very soon. Need this for my mod, also what's the name of the script I need to use?
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Re: {Help}Mechs in Renegade [message #307423 is a reply to message #305526] |
Wed, 02 January 2008 15:05 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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CMDBob wrote on Tue, 25 December 2007 11:39 | Right I did that, got the script attached... and the animations don't work. I exported all 3 models as Hierarchical Animated Models, and made the two animation models have the main model as the skeleton. Did I do it right?
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Try not linking the aimations (you do have the Reborn_IsMech script attached right?)
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