
Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 22, 2008 12:01 PM
Msg. 1 of 10
Is that even possible? I heard CMT was doing it, but I may have misinterpreted. If its possible, how?
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delta49
Joined: Jan 23, 2007
I don't always make shaders..
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Posted: Dec 22, 2008 04:46 PM
Msg. 2 of 10
The Flood combat forms have this, when you shoot off the limbs. I'm not positive how to do it though, it has to do with multiple jms's in the models folder, I think.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 22, 2008 05:13 PM
Msg. 3 of 10
oh yeah, thanks. Ill just go look through those tags in Guerilla.
E: Dang, that's a lot of nodes. I cant tell whether it has multiple 'attachments' in the biped tag, or whether the model has two permutations: normal one and a damaged one, and switches from one to the other when shot. Edited by Headhunter09 on Dec 22, 2008 at 05:19 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 22, 2008 08:22 PM
Msg. 4 of 10
Quote: --- Original message by: delta49 The Flood combat forms have this, when you shoot off the limbs. I'm not positive how to do it though, it has to do with multiple jms's in the models folder, I think. you need more than multiple JMS, the JMS will be differnt Permutation. you also need the Regions so the WHOLE body doesnt become damaged. That odd typing thing within 3dsmax.. that is ment to create regions (never used it myself since I dont care about regions, but thats what your suposto do) ~damaged.JMS will be the damaged area of all regions (so make like 6 regions in each JMS, Head, Body, Each arm, Each Leg) everything within __default (or what ever you name your normal JMS) will be the default form, and after it reaches the damage listed within the collision model, that part will change into the ~damaged.jms of the region that is hurt, etc.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 22, 2008 09:31 PM
Msg. 5 of 10
So wait, how do you create different regions? Can you link me to a tut? I couldn't find any...
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 23, 2008 01:54 AM
Msg. 6 of 10
Quote: --- Original message by: Headhunter09 So wait, how do you create different regions? Can you link me to a tut? I couldn't find any... as I stated, that text thingy.. here is a tut (which explains about all I did in those like 5 words lol) http://gbxforums.gearboxsoftware.com/showthread.php?t=51808
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randomteddybear
Joined: Jul 14, 2008
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Posted: Dec 23, 2008 09:35 AM
Msg. 7 of 10
yeah but kirby how would you export the vertex weights? last i checked the ghost jms script couldn't handle multiple regions
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 23, 2008 10:46 PM
Msg. 8 of 10
Quote: --- Original message by: randomteddybear yeah but kirby how would you export the vertex weights? last i checked the ghost jms script couldn't handle multiple regions CADs modded one does though. I belive its somewhere on halomaps if you look hard enough.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 24, 2008 10:43 AM
Msg. 9 of 10
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Rhydgaled Publications
Joined: May 10, 2007
I have many questions (can't fit URL in though)
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Posted: Dec 26, 2008 06:56 AM
Msg. 10 of 10
Quote: --- Original message by: kirby_422Quote: --- Original message by: randomteddybear yeah but kirby how would you export the vertex weights? last i checked the ghost jms script couldn't handle multiple regions CADs modded one does though. I belive its somewhere on halomaps if you look hard enough. Yeah, it says it does. Unfortunatlly it (and the animation inporter script) don't work for me in 3ds max 5 (I just get an error message and the script's UI window locks up), any ideas why? (the gbxmodel importer and the non-region versions of the bluestreak .jms exporter work fine).
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