
Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Apr 19, 2015 02:57 PM
Msg. 1 of 6
i've had this problem for over a year now, and i'd like to try and finally rectify it. can someone help me understand why footsteps\collisions\material effects do not work properly for zteam's halo 3 spartan when a biped is set up with the files? when the biped performs a turning action or a jump, the material effects work properly, but when the character moves forwards with a walk\run action, the material effects do not register as they should for walking\running
here's a link to the biped setup: https://www.dropbox.com/s/ebd6r60beroz8uc/zteam_h3_spartan.biped?dl=0
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NeX
Joined: Apr 11, 2013
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Posted: Apr 19, 2015 03:05 PM
Msg. 2 of 6
it's probably in the material effects tag, there's a keen difference between jumps/lands/steps/shuffles/slides, so it may be an issue with that. A turn in place that rearranges the feet's positions on the ground would be a shuffle/slide (not sure off the top of my head) as well as the stop after motion.
It can be weird, it's best to go through and set a ridiculous effect like a grenade explosion as the effect to test which ones go off when. If you make the slide effect on all materials be that explosion, then you know where you need to change things if it goes off at an odd time, etc.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 19, 2015 03:14 PM
Msg. 3 of 6
you may need to place the markers #left foot and #right foot lower so that you make sure they collide with BSP maybe
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Apr 19, 2015 03:21 PM
Msg. 4 of 6
thanks for the quick replies. the material effects that the biped is referencing is the stock cyborg.material_effects, which work just fine with virtually every other biped besides the pieced-together zteam one.
bourrin's probably right, because it most likely has something to do with having to shift around model markers (which i can't do because i'm pleb and don't have 3d software) which is what i was afraid of.
what i find strange still is that turning works, but running/walking just doesn't. it could be an issue with the way the model animations are set up, because i know there are at least a few errors haphazardly placed throughout tp5, but i haven't found anything through the few searches that i've done, unless it's something bizarre that compressed animations do since virtually all of tp5 anims are compressed
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 19, 2015 06:41 PM
Msg. 5 of 6
Try editing markers position in guerrilla and if you fail too hard at understanding try with sprinkle's real-time editor
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Apr 19, 2015 07:01 PM
Msg. 6 of 6
if that's the case, then i think i'll just cut my losses and leave it alone :)
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