| 12-28-2005, 02:55 AM | #1 |
Somehow this post got deleted during the downtime and I didnt get a chance to see if anyone answered, so I'll post again. Anyone have a problem with an edited model where an aura or buff appears off center of the model? In one instance, immolation or an aura circle will appear 4 feet above his head. In another model, it's way out in front of him. I have no explanation for this in the object editor, any ideas??? |
| 12-28-2005, 03:13 AM | #2 |
Yes, this is a problem with attachment point locations. You can change the attachment point location in the MDL. Search for 'attachment points' in the MDL section and you should find all the information you need. |
| 12-28-2005, 03:17 AM | #3 |
roger. bone attachments you mean? edit: searched for attachments points, nothing specific to this problem. should I just go through the model editor till I recognize something? |
| 12-28-2005, 12:26 PM | #4 |
Well before screwing with the mdl, check the attachment points on your spell to see if you didnt change them. Attachment points will be different depending on your spell. You don't want devotion aura on its left hand instead of below it (although that would look kinda cool). |
| 12-28-2005, 12:44 PM | #5 | |
Quote:
He does not mention using modified spells. Also, had he modified them, he would have known the answer to his question. No, not bone attachments. 'Attachment Point.' |
| 12-28-2005, 01:14 PM | #6 | |
Quote:
Code:
[size=2]
Attachment "Foot Right Rear Ref" {
ObjectId 75,
Parent 5, // "Bone Hor19"
}
Attachment "Foot Left Rear Ref" {
ObjectId 76,
Parent 7, // "Bone Hor15"
}
Attachment "Chest Mount Rear Ref" {
ObjectId 77,
Parent 3, // "Bone Hor11"
}
Attachment "Foot Left Ref " {
ObjectId 78,
Parent 15, // "Bone Hors8"
}
Attachment "Foot Right Ref " {
ObjectId 79,
Parent 19, // "Bone Hors4"
}
Attachment "Head Mount - Ref" {
ObjectId 80,
Parent 21, // "Bone Hor10"
}
Attachment "Chest Mount Ref" {
ObjectId 81,
Parent 11, // "Bone Hors0"
}
Attachment "Hand Right Ref " {
ObjectId 82,
Parent 39, // "Bone_Hand_R"
}
Attachment "Head - Ref" {
ObjectId 83,
Parent 40, // "Bone_Head"
}
Attachment "Weapon Ref" {
ObjectId 84,
Parent 52, // "Bone_Hand_L"
}
Attachment "Hand Left Ref " {
ObjectId 85,
Parent 52, // "Bone_Hand_L"
}
Attachment "Chest Ref" {
ObjectId 86,
Parent 35, // "Bone_Chest"
}
Attachment "Chest Mount Right Ref" {
ObjectId 87,
Parent 2, // "Bone Horse"
}
Attachment "Chest Mount Left Ref" {
ObjectId 88,
Parent 2, // "Bone Horse"
}
Attachment "Origin Ref " {
ObjectId 89,
}
Attachment "OverHead Ref " {
ObjectId 90,
}[/size]This is the attachment section of a model in MDL. They are off Death Knight's model. If you want to add an attachment point to a model, you can just simply add in another one. Then you will need to set its ObjectID right, +1 of the previous one, and give every other objects' ObjectIDs after it a +1. Give your new attachment the coordinates in PivotPoints section. If your newly added attachment has ObjectID of, let's say, 91, go to the 91th coordinates, then add a new line after it so the new line will be the 92nd coordinates. The coordinates are in y, x, z form. A positive y will result in something towards the front of the unit, a positive x will result in being the left of the unit, and a positive z will result in a vertical rise. P.S. I'm leet! :D |
| 12-29-2005, 12:12 AM | #7 |
Alright Uber, I'll give that a kick. Yeah, I didnt add anything new, just deleted 2 animations for morphing on the Demon Hunter, and now any aura he gets from another hero is way off center. |
| 12-29-2005, 02:02 AM | #8 |
Deleting anything could change that. I don't know what anims. did to affect it but it sure did something. Why delete them? |
| 12-29-2005, 09:13 AM | #9 |
Got sick of Demon Hunter morphing into demon form whenever I gave him a spell he didnt have anims for. |
| 12-29-2005, 11:46 AM | #10 |
Edit the spell, importing the Illidan model uses up wasted space. |
| 12-31-2005, 12:17 AM | #11 |
Dont mean to be a pain, but I'm having trouble putting 2 and 2 together. Which of these attachment points determines where an acquired aura would go? Like I said I'm not adding anything, just trying to fix whatever got thrown off by my vertex editing. I followed the tutorial for hero glow and head swapping. Gave Naga Royal Guard a glow, and swapped weapons, that's it. No one mentions this happening in a tutorial. |
| 12-31-2005, 07:19 AM | #12 | ||
Quote:
Big maps will reduce the number of retarded-type bnetters. Example: cum_me_here has joined the game. cum_me_here: WTF HOST LAG Tim.: It's a big map. cum_me_here: FUK U cum_me_here: I LEAVE cum_me_here has left the game. If it's a small map... They choose to stay! cum_me_here has joined the game. cum_me_here: TSHI GAEM SI FUN cum_me_here: I WAN BULE lol cum_me_here: GOGOGOGOGOGOGO cum_me_here: GO NOOB HOST Tim.: Okay. alfredx_sotn: stfu Game starting in 5 seconds... Game starting in 4 seconds... Game starting in 3 seconds... cum_me_here has left the game. alfredx_sotn: OMFG! Game starting in 2 seconds... Tim.: RM Tim. has left the game. *everyone gets booted* Quote:
Double posting, but I won't apologize either. Auras are normally attached to the Origin of the model. EDIT: WTF WHO MERGED MY POSTS GOD DAMN JOO |
