| 02-16-2004, 02:10 AM | #1 |
Heres a pic of an attached models to a unit. I was wondering how I can make the sheild larger. Is there any way? |
| 02-16-2004, 02:15 AM | #2 |
That always annoyed me, and I never found out how to do it. |
| 02-16-2004, 02:23 AM | #3 |
it relies on the scaling of the unit, so the only way to make it bigger is to make the unit bigger, which will not accomplish what you want. The only way to get what you want is to actually scale the model, then import it again and attach it. |
| 02-16-2004, 02:26 AM | #4 |
is it possible to do this in notepad I have no 3d programs |
| 02-16-2004, 02:51 AM | #5 |
if there is a scale value in the .mdl, then you might be able to, but i am unsure of that |
| 02-16-2004, 01:22 PM | #6 |
Yes, it is absolutely possible to do this in notepad. Attachments can be scaled in exactly the same manner as bones and helpers: Attachment "Origin Ref " { ObjectId 55, Path "fok\DFM.mdl", Visibility 11 { DontInterp, 67: 1, 1500: 1, 3667: 1, 13200: 1, 14333: 0, 83867: 1, 146033: 1, } Scaling 2 { Linear, 67: { 2, 2, 2 }, 1500: { 2, 2, 2 }, 3667: { 2, 2, 2 }, 13200: { 2, 2, 2 }, 14333: { 2, 2, 2 }, 83867: { 2, 2, 2 }, 146033: { 2, 2, 2 }, } } In this case, I'm using a "path" statement to permenantly attach a model to this attachment, but that isn't neccessary to scale the attachment point itself. Btw, note the visibility parameter used - in my case I don't want the attachment visible during the death animation. |
| 02-17-2004, 03:30 PM | #7 |
Sorry I have no idea what that means. I have like no mdl experience. Think you could explain it a little easier? This is what the mdl looks like. // MDLFile version Jun 6 2002 04:58:04 // Exported on Sun Feb 15 22:54:55 2004 Version { FormatVersion 800, } Model "bouclier huntress" { NumGeosets 1, NumGeosetAnims 1, NumBones 1, BlendTime 150, MinimumExtent { -56.7188, 0.666391, -19.2225 }, MaximumExtent { 37.256, 8.4683, 20.6285 }, } Textures 2 { Bitmap { Image "Textures\Sentinel.blp", } Bitmap { Image "", ReplaceableId 1, } } Materials 2 { Material { Layer { FilterMode None, TwoSided, static TextureID 0, } } Material { Layer { FilterMode None, Unshaded, static TextureID 1, } Layer { FilterMode Blend, static TextureID 0, } } } Geoset { Vertices 7 { { 0.177752, 8.4683, 0.317327 }, { -39.089, 0.826952, -12.8252 }, { -56.7188, 0.762035, 0.70301 }, { -39.0889, 0.697233, 14.2313 }, { 19.1703, 0.666391, 20.6285 }, { 19.1703, 0.85758, -19.2225 }, { 37.256, 0.762035, 0.70301 }, } Normals 7 { { 0.0105945, 0.999938, -0.00355736 }, { -0.287307, 2.103, -0.364323 }, { -0.134183, 0.990944, 0.0050412 }, { -0.279614, 2.08317, 0.374368 }, { 0.118828, 0.959008, 0.25726 }, { 0.122988, 0.959323, -0.254112 }, { 0.203434, 0.979074, 0.00530303 }, } TVertices 7 { { 0.664294, 0.802826 }, { 0.722928, 0.901951 }, { 0.670832, 0.998843 }, { 0.722928, 0.901951 }, { 0.726284, 0.534932 }, { 0.726284, 0.534932 }, { 0.661478, 0.450533 }, } VertexGroup { 0, 0, 0, 0, 0, 0, 0, } Faces 1 30 { Triangles { { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 5, 1, 0, 6, 5, 0, 4, 6, 3, 2, 1, 3, 1, 5, 3, 5, 6, 3, 6, 4 }, } } Groups 1 1 { Matrices { 0 }, } MinimumExtent { -56.7188, 0.666391, -19.2225 }, MaximumExtent { 37.256, 8.4683, 20.6285 }, BoundsRadius 56.7283, MaterialID 0, SelectionGroup 0, } GeosetAnim { Alpha 1 { DontInterp, 0: 1, } GeosetId 0, } Bone "Default" { GeosetId 0, GeosetAnimId 0, } PivotPoints 1 { { 0, 0, 0 }, } |
| 02-17-2004, 03:52 PM | #8 |
If you want to scale the attachment point, you'll have to edit the unit model. I'm getting a sense that you don't really want to do that, though, and would rather scale the shield model, which in this case is far easier. This model has no animations, and I'm not entirely familiar with the syntax of "static" scaling, so this may not work, but try this: GeosetAnim { Alpha 1 { DontInterp, 0: 1, } GeosetId 0, } Bone "Default" { GeosetId 0, GeosetAnimId 0, Static Scaling {2, 2, 2 }, } PivotPoints 1 { { 0, 0, 0 }, } Anyone want to correct me if that's not the proper syntax for scaling things with no animation? |
| 02-17-2004, 04:19 PM | #9 |
if your attaching a shield model, why not edit the shield model so its larger?.. anyways, just add scaling that khas keys in each frame (beginning and ending of each animation sequence) and your set and its not statit scaling, its just scaling (linear): Attachment "Chest Ref" { ObjectId 12, Path "buildings\human\HumanTower\HumanTower.mdl", Parent 1, // "Trunk" Scaling 3 { Linear, 333: { 0.3, 0.3, 0.3 }, 3333: { 0.3, 0.3, 0.3 }, 7667: { 0.3, 0.3, 0.3 }, 8667: { 0.3, 0.3, 0.3 }, 9500: { 0.3, 0.3, 0.3 }, 10000: { 0.3, 0.3, 0.3 }, 16667: { 0.3, 0.3, 0.3 }, 19667: { 0.3, 0.3, 0.3 }, 20333: { 0.3, 0.3, 0.3 }, 23333: { 0.3, 0.3, 0.3 }, } } this is an example taken from my scout tower item model the numbers represent the begin and ending frame of each animation sequence. Do that and your set. I seriously derecommend using that system if you edit the base mdl, Might as well alter the model in someways and geoset merge , as your gonna add a whole whopping model size in it |
| 02-17-2004, 05:36 PM | #10 |
Some animations the size is correct and others it becomes small. It doesnt seem to stick to his arm either it is stationary. How do I fix this? |
