| 04-08-2007, 03:08 AM | #1 |
How do I make geosets visible only in certain animations? Like the wood or gold on workers, or the corpse for when a unit dies? |
| 04-09-2007, 10:36 AM | #2 |
I do not have so much knowledge at modelling. But I think you can scale the mesh so small that you cant see it. When you want to show the mesh in a animation, scale it back to normal size. There may be a better way than this. Good Luck |
| 04-09-2007, 12:29 PM | #3 |
that needs animation, Rave eye. to get the effect you need, you need to find the "number" like 333 or 533 or etc. for each animation, this you will need MAGOS MODEL EDITOR, you can do it in GEOSETANIMS, and put the animation number like this : 333:0 533:0 etc, 0 means not showing, 1 means showing, i suck at explaining - - |
| 04-09-2007, 01:24 PM | #4 |
Could I get like a step-by-step tutorial or something? |
| 04-09-2007, 08:41 PM | #5 |
You basically need 2 tools, warforge and magos model editor. From there you find where the animations start and end, and you set the visibility for a certain geoset to 0. It's similar to setting particle effects and all that other stuff too. |
| 04-09-2007, 09:15 PM | #6 |
All you need is Notepad++, sod those buggy tools. You have to edit the Geosetanim for the offending meshes. Example: Near the start of your mdl file is a section called 'Sequences'. This is a list of animations for the model, and their start/stop times. [For this example, I'll use the Acolyte] Code:
Sequences 13 {
Anim "Stand - 1" {
Interval { 167, 1667 },
MinimumExtent { -19.5992, -33.1796, -0.28233 },
MaximumExtent { 52.4008, 36.7176, 99.0722 },
BoundsRadius 62.4483,
}Next, familarise yourself with a Geosetanim. These list a number of animation times, followed by a number, representing whether that geoset appears or not, or sometimes even at a certain % transparency. Code:
GeosetAnim {
Alpha 3 { //-- number is total anim times listed below
DontInterp,
26667: 1, //-- animation times, 1=visible, 0=invisible
86567: 0,
87333: 0,
}
GeosetId 0, //-- relates to Geoset ID
}Using this information, you can begin to hunt your geoset to modify visibility for. First you need to locate which geoset you want to edit. Load up your model in the Warcraft Image Viewer II. Keep it at animation 'none' so that you can see all geosets. Next, you need to find which mesh is to be edited, by loading the tree view in viewer. Deselect the meshes (the tick boxes) one at a time until you find which mesh it is. If it disappears when you uncheck a box, you have identified it. Make a note of the mesh number. [The acolyte's corpse is mesh 4.] In Mdl, your Geoset will be 1 number less than in the viewer (as code runs from 0, rather than from 1). This is the Geoset's ID. [3 for the Acolyte's corpse.] Now you need to find at which point you want to change visibility. [For the example: Go to sequences and find Decay Flesh and Decay Bone. ] Note the start times down. Code:
Anim "Decay Flesh" {
Interval { 26667, 86667 }, //-- the first number is start time
Then open your mdl file, and search (Control+F) for GeosetAnim. Find the Geosetanim that has your Geoset ID. This is the Geosetanim you will be editing. [You need to set-up the anim times for decay flesh and decay bone to show the corpse. So for decay bone, enter/find the start time and change the number after the colon to 1. Then, for decay flesh, enter/find a number shortly after the start time (to allow a short delay), set to 1. Make sure all other times are set to 0 so that the corpse does not appear.] IMPORTANT If you transferred animations from a unit, your geosetanim key times will be wrong. You need to copy the list of keytimes from the source animation model, to use for the geosetanims on the new model. |
| 04-09-2007, 10:20 PM | #7 |
Sweet! Thanks guys! :D |
