Page 1 of 2 12 LastLast
Results 1 to 50 of 62

[DC] Changing model weapon or rate of fire

  1. #1

    Codex [DC] Changing model weapon or rate of fire

    Hey everybody,

    Does anybody know a non-3DS Max way to change a model's weapon? Even the weapon isn't such an issue, it's just the effect I want to change. In particular:
    • Imperial Guard LP weapon 1 --> Senitel Laser
    • Imperial Guard LP weapon 2 --> Senitel Autocannon
    • Eldar Guardian weapon --> fire once per 2 seconds
    • Imperial Captain --> fire once per 9 seconds


    Is this possible? Any advice that can be given would be greatly appericated.

  2. #2
    if you grab mudlfaps tools you can extract the LP and be able to change the LP in OE.
    whm-sgm
    whe-ebp
    Through OE you can load in custom FX and firing lengths.
    What have I been upto?

    "I want to be your Jackhammer...
    ......Why don't you call my name...
    .........You'd better call the Jackhammer."

  3. #3
    Mhm I tried to extract the models and convert them to sgm, but the programs kept on infinite looping or crashing, and then OE couldn't open them.

  4. #4
    Infinite looping, isnt quite infinite looping. It takes a long time due to the amount of animations.
    At the start of using it I would give up before the model was done.
    One model took roughly 4 hours to extract with Mudflaps.

    crashing isn't always crashing, you still get some good data to import if it crashes. But if you cant new the sgm in OE then its dead.
    I have found that with some models a self closing window gives me enough information to use the animation set I want to import.
    If it has incomplete animation set... try another model that is similar to import the missing animations from.

    Best tip is to whm > sgm then new it to see if the sgm come out okay.
    Then move onto the Whe to ebp. replacing the previous one in there as you got from checking the sgm.

    If you get a demo version of old max and the maxscripts you can always whe convert if the ebp fails.
    worst case scenario.
    Master visibility goes down the bottom of teh action tree in OE for each action.
    You ay also have to set the default aim_horiz/aim vert to default 50. Depending on the models.

    Hope to hear fro you soon.

    You eat and elephant in little chunks, not the whole thing at once.

    Edit: LP comes out as I have worked on it.
    the infantry I am not sure about.

  5. #5
    Okay thanks for letting me know to just let it run regardless of how long it takes... 91MB sgm file haha! Thanks again for your response.

    It still doesn't open in OE, with the following error message:
    RENDER ANIM -- TOOL:C:\Games\Real Time\Relic\Dawn of War - Dark Crusade\ModTools\DataGeneric\Chosen\listening_post.SGM: Unsupported (newer) Chunk Version!

  6. #6
    are you using DC or DOW OE?
    I'm using dow OE on this pc and havent had that problem before.
    Im assuming you are using DC tools in DC folder?

    I think the /chosen/ could be an issue. try one of the other races, its all moote in the end as it doesnt take into account where it was Oe'd or to be ore precise the race folder it was OE'd in. try /space_marines/ or /imperial_guard/ or any generic really.
    I know I get a cant find or load model if I use an unsupported folder for race.

    Mudflaps_whm_and_whe_Tools_2008_III? Just checking.

    C:\Games\Real Time\Relic\Dawn of War - Dark Crusade\
    usually the dow tools like to be used in c:\program files\thq\Dawn of War - Dark Crusade\
    But on this lappy I can get away without it using that file structure with OE DOW.
    OE DC I don't have working on this pc as I never needed it after getting OE DOW working.

    91 MB sgm, yeah they get big, Thankfully the game uses shrunken whms. :P
    Okay thats strange, if you are using the regular guard lp it should only be 2 mb.
    guard_listening_post.sgm
    try a different whm from wxp and not dxp archives.
    even try dxp2 archives if you have them.

    just thoughts.

  7. #7
    You should be seeing this, when model done:



    And this when code is done:



    But I think you already know the feeling of a good rip.

  8. #8
    I am using the Dark Crusade mod tools to do this, yes. Should I download the vanilla Dawn of War ones? Will they work when I don't have the vanilla game installed?

    I am using Mudflaps_whm_and_whe_Tools_2008_III.

    As for the model... I was attempting to extract the Soulstorm one, mainly as I only have that installed to rip models out off and stick into DC. Perhaps that might be the issue there, a more recent format of SGM.

    (thanks for the help! )

  9. #9
    Glad to assist.

  10. #10
    I tried the Dark Crusade IG listening post to the same result, 91MB file which doesn't load as it's too new.

  11. #11
    have you got winter assault?

    that's actually the first time Ive heard of that.

  12. #12
    I do! I was just trying to get away with not installing 2 games to extract 1 model. XD

  13. #13
    Lol I have multiple games installed across several machine to get this to work. :P
    since DOW was so cheap I put the money in for it.
    Also I had copies for years since I was in the beta team.

    Oh whats that a computer store, hmmm lets see what they got, ermmm nothing, lets get dow and expansions then. :P

  14. #14
    Okay I'll install them now... I probably won't be able to do any more work on this until after the weekend though as I'm going to a birthday party and then church.

    Thanks for the help as I try to nut this thing out though! Lack of modelling team makes things hard. :P

  15. #15
    I exported the WA one and got the same error message.

  16. #16
    well its OE some how.
    If youve got dow installed you could try teh DOW tool install and see if you get teh same proble through DOW OE.
    AS I get away with DOW OE and have noproblems getting it to use Mudflaps sgm.

  17. #17
    Hello again.

    I downloaded the Dawn of War vanilla mod tools and tried to open the model again... and it failed with the same error message.

  18. #18
    strange as I have never had that error.

  19. #19
    Oh. What do you suggest we do?

  20. #20
    you want to send the file to malcom_foster@hotmail.com?

  21. #21
    Okay I've sent the problem files. Hopefully they will work... otherwise I'll just have to beg for mercy haha

  22. #22
    the issue was the sgm header being corrupt.

  23. #23
    Okay it opens in OE! Thanks to you for that. So now what should I do to change and fix up the animations/fire rate?

    Something else I've realised (let me know if this is too hard) is that I'd like the LP to have the buildup from space marines, if that's plausible. That is a very low priority though. Even the plantation model is more important than that haha.

  24. #24
    in your motions you will see a fire set of motions with effect attached in the motion with timing.

    That will change the firing fx of the model when firing.
    If you want to import events you can do more.
    or create new events pointing to new FX.

    Look through the events and it will give you a basic understanding of how to events are created,

    This is the time you play and find what you feel happy with.
    I'll do up a group of events that can be imported and Email them to ya man.

  25. #25
    Thank you for your personal intervention. I will have a look at these tomorrow afternoon as it is getting late! It may be the day that the Redoubts finally fire flamethrowers and battle cannons as they should. XD

  26. #26
    Just to let you know I've been a bit snowed under and will be able to look at this later this week. Thanks for helping!

  27. #27
    Glad for you man.

  28. #28
    I'll see if I can attack this tomorrow or thursday. Sorry to keep you waiting...

  29. #29
    So I import some of these events to the listening post and work from there? It might be easier if I try to start with something simplier--i.e. trying to add the normal space marine buildup to the orbital relay used in the SS campaign.

  30. #30
    Yep once you import events you attach them to the motions for firing for the different levels of weapons.

  31. #31
    Well I gave it a shot--unfortunately the structure only has one level of firing animations, but I gave it an attempt anyway... replacing the motion with what I wanted, the autocannon one. It didn't work though sadly.

  32. #32
    Ah progress! Turns out that I had saved the file as listening_post, not guard_listening_post, groooaaaan hahaha.

    So what happens now is that the muzzle flash is a BAD FX but the projectile works! Sadly of course I'll need to add a few more conditions in somehow, to account for the addon needing a different firing animation to the basic one. Then fixing up the buildup and and adding morph animations (the structure has a Monolith style transformation), yay!

    Thanks for helping and being patient when I got busy! Hope that I can figure the rest out.

  33. #33
    I am here man, and just ask as many others are listening.

    I got busy too.

  34. #34
    Okay, how about we start with getting a different weapon per addon level? So one set of firing animations for addon_1 and another for addon_2... I'm guessing a copy/paste of the motions, or would that be events?

    How would I set the rate of fire on these two?

  35. #35

    SCIENCE!

    • Events are what hold fx.
    • Motions hold events in a time sequence.

    Best to mudlfpas the model with teh fx you want and export/import the events.

    Rate of fire can be set with:
    • changing the "Loop Delay" in Motions.
    • a modifier attached to the motion using range_??????_firing


    Since you are working on an already set weapons you might want to use loop delay otherwise you will need to AE/Corsix the rest in.

    Duplication motions means you need to rename the as well as set clauses and conditions to activate them in action or game actions.
    A bit of a lengthier task that will take longer and mean you need to understand how all teh actions go together to make up game actions.

  36. #36
    Okay thanks. I'll need an extra set of anims for the addon?

  37. #37
    not necessarily,

    You can recycle anims sometimes.

  38. #38
    Progress!



    Level 1 works almost perfectly! Slight problem in that the gun has a greater range than it appears, but hey, it works! Yay thanks.

    Level 2... doesn't work well at all yet. It's got a "bad fx" muzzle flash, only fires once when it enters the attack animation, and is waaaay outta sync with the actual firing speed. But hey, progress with the first one at least.

    Any advice on how to sync up the animation to the actual firing?
    Last edited by Kilkakon; 17th Sep 12 at 10:58 PM.

  39. #39
    Any pointers on that last issue?

  40. #40
    sorry man.

    You will need to create new FX in "FX tool" to compensate for the length of the Flame Fx you want.
    or try hellhound or immolator flame fx.

  41. #41
    The flying one corncobman's Avatar
    Join Date
    Dec 2006
    Location
    Norn Iron
    There are a couple of things you can do with the FX. You can edit the FX to have a longer duration time so that the flame spray lasts longer, however you might have to change the radius as well. You can also increase the velocity of the spray so it shoots out faster and as a result further before it disappears. It's just a case of trial and error.

    You may have to create a new FX file and make the building use it instead as RT2 suggested, otherwise your changes will affect all the weapons which use the original flame effect at once.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  42. #42
    Okay I'll have a play around with the FX now.


    My original question was how to fix the firing animation of the second level upgrade (currently it fires once only, and then does nothing for the rest of the animation, and the sound is out of sync with the weapon which fires once per second), but I'll do what you guys suggest first.

  43. #43
    in the motion set attached event to "enter" and see how that goes.

    or alternately change the motion to looping instead of hold end.

  44. #44
    It was looping and enter already! I'll try non-looping and see if that works.

  45. #45
    How'd you go?

  46. #46
    I was sabotaged with my cousin coming over and asking for help with a random sending her creepy messages, wanting to get him blocked.

    I doubled the fire's speed, looking pretty good now. Thanks to you both.

    Still no joy on the second level animation though.
    Last edited by Kilkakon; 20th Sep 12 at 2:25 AM.

  47. #47
    Creepy cousins,,, Woooooo....

    Are they setup to work on the firing in the modifier? in the motions..

  48. #48
    I changed the values from Enter to 0.0, and now the animation loops, although too fast for it. I'm not sure what you mean by "modifier", as they only have aim_vert, aim_horiz and build_progress in the drop down list.

  49. #49
    just that in some situations it will call for a modifier in the motion of firing range main or some such babble.

    Just be wary as looping and 0.0 can cause lag as every time it starts of new loop it starts the anim anew.

  50. #50
    It works! Yaaaay thank you!

    Now just to track down a missing muzzle fx and fixing the transformation sequence, before trying more ambitious things (I've almost got it working--the building deploys, leaving the foundations behind perfectly, but when it goes back it glitches out then) with FFE.

Page 1 of 2 12 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •