
Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 14, 2010 02:15 AM
Msg. 1 of 15
Would anyone be able to tell me how to make a marker in a model export without being linked to a node? (using the jms exporter script) I need some of the markers to be in the top "markers" part of the gbxmodel tag, instead of in the markers section under "permuations". Heres what I mean: 
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 08:07 AM
Msg. 2 of 15
Why do you want to move them? They still function the same unless you have multiple parts.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 14, 2010 08:11 AM
Msg. 3 of 15
Most of the models will have multiple parts, and i need some markers to always be there and some to be attached to certain perms so they are only active when the perm is
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 08:17 AM
Msg. 4 of 15
You could always use HEK+'s Kornman00 guerilla mod to move them over...
Will it work if you just don't link them to a node? Edited by Alpha Series on May 14, 2010 at 08:18 AM
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 14, 2010 08:21 AM
Msg. 5 of 15
when i dont link them they dont export... and when i edit the models in kornman00 they corrupt when i compile the map
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 08:30 AM
Msg. 6 of 15
Hmm... I think you can only do it one way or the other... So give each marker a unique name to signify it's position? Unless you have multiple type-specific ones such as primarytrigger...
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 14, 2010 08:35 AM
Msg. 7 of 15
some have multiples like that, usually for effects markers
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Advancebo
Joined: Jan 14, 2008
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Posted: May 14, 2010 12:09 PM
Msg. 8 of 15
Just name each marker the same and link it to each node.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 14, 2010 11:32 PM
Msg. 9 of 15
I guess that would work... but every gbxmodel tag ive looked at wether its a weapon, vehicle, biped or whatever they have all the markers in the top section and none in the bottom section... 
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 15, 2010 12:06 AM
Msg. 10 of 15
Actually, most vehicles have them linked to region permutations...
Though most of the time they are all linked to the frame of the model.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 15, 2010 01:18 AM
Msg. 11 of 15
in all the vehicles i looked at the markers were also in the top section, and usually had multiple instances... I guess ill just have to leave them or spend ages moving them with kornman00 which is a pain because it usually errors on my new computer Edited by Gravemind on May 15, 2010 at 01:19 AM
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 15, 2010 01:28 AM
Msg. 12 of 15
Well just try not to leave any in the lower section. I'm going to assume it will crash if you have markers in both sections...
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Advancebo
Joined: Jan 14, 2008
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Posted: May 15, 2010 02:21 AM
Msg. 13 of 15
Its best if you don't mess with the markers in Guerilla.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: May 15, 2010 02:38 AM
Msg. 14 of 15
I know but its the only way to do it untill i find out how to do it without kornman...
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 16, 2010 01:48 AM
Msg. 15 of 15
Meh. I mess with them all the time, but mostly just changing position, and adding more. Just don't change the angles unless you know a working set, or know how to calculate the last value perfectly...
This is how most of the vehicles work in my grunt maps =P Took forever to position them on the warthog in a way that doesn't look completely crappy.
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