| 10-31-2004, 02:41 AM | #1 |
Ok, i've gone and made this siege weapon out of the glaive thrower for one of my projects. In the mdl everything looks fine, the geosetanims are pointing to the right meshes and they have the right timings, its all great. Take a peek in viewer, once again its fine, works perfectly. Then i import it into WE for the final test and... DISASTER . On the death anim all the specially made "death" geosets are missing and the normal geosets that shouldnt be there at all are floating around the map, randomly attaching to nearby units.If somone can fix this i'd be greatly appriciated, the fixer can have a position as beta tester for the campaign as well as the Automaton and Juggernaut models that i've made previously. Skins go into textures\ Please help a poor confused Pheonix ![]() |
| 10-31-2004, 09:01 AM | #2 |
can nobody help me? |
| 10-31-2004, 04:27 PM | #3 |
Is there a reason you have it divided into so many geosets? What did you use to make this? Which geosets are death geosets (number-wise)? I wasn't able to find anything wrong with the MDL, but then I'm not sure exactly what's supposed to happen. I should be able to help after you answer those. |
| 10-31-2004, 05:45 PM | #4 |
try deleting those geosets that you aren't and merge the geosets with same texture in 1(use vertex modify), well anyway i will try out to fix iit to |
| 10-31-2004, 11:23 PM | #5 |
ok, let me explain a bit more: The ballista model has multiple geosets, three of them are for its normal stand, walk, attack ect anims. When it dies it hides these geosets and shows some new geosets that are split up into various parts, these geosets are attached to different bones, hence how it appears to fall to pieces in death, follow me? Right, well i replaced almost everything that the ballista has, i left behind only the 2 beams and the "ramp" the bolt goes up, i then replaced various parts and also added my own. Now to give it a good death anim, i then had to make 2 copies of each geoset, one for the normal anims, one for the death anims. I did this, and it looked fine, so i shoved the geosetanims in, but it seems as if the geosets change their ID on the death anim or something... To find out which geosets are the death ones and which ones are not, check the geosetanims, you should see that theres a list from 0 to about 14 (or maybe further) thats for the stand anims, then theres a few which are like 20, 21, 22, 23, those are the crystals, i'm not sure which is which, i knew when i made it. Finally after the 20 - 23 geoset ID's for the anims there's a series from 24 to about 30 or thereabouts, those are the death anims. You can also check the model out in viewer and look at its stand anim, removing all the geosets that dont appear there, then check the death anim and see if anything is there. Thats how i knew which ID's to use for the Geosetanims. Many many thanks if you can work this one out. On the note of texture merging, the Crystal texture is gonna be used by several diff units, hence why its a seperate texture, theres multiple copies of the texture in the mdl (i think theres about 14 of the infernal cannon) because its still an unfinished model and i havnt got around to cleaning minor things up. |
| 11-01-2004, 04:58 AM | #6 |
Hmmmmmm Did you make sure that all Geosetanim ID of all bones you set are correct? If those 'blown up' meshes you made connects to bones which in then connects to the Geosetanim which states that it does not appear in that animation, they will treat the bones as not existing, and will then attach to random objects around the unit. That's what I can tell if you said you have made sure that you have set up your Geosetanims correctly. If not, then I'm not really sure. Try changing all of your bone's geosetanim ID to None, that should work. |
| 11-01-2004, 05:23 AM | #7 |
woo! Thanks tons Alfred, i didnt know bones had GeosetanimID's :D This problem has been solved, look out for the Shard Cannon in my upcoming Campaign - Warcraft III: The Iron Plague, hopefully to be hosted at The Hubb soon :D |
