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Old 01-27-2011, 01:46 PM  
 
Join Date: Jan 2010
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Oh, I see, same for you too. So all the suspension motions were done using nulls, that's really well done then. There are ways to add kinectic attributes and create limits on joints, so the suspension would be easier to simulate, but I've never looked into that too much. The Valve ones, like the racecar escapes use them if you look in model viewer with bones viewable.
HellaLouYaah is offline  
Old 01-28-2011, 10:02 AM  
 
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yeah, the phys model allows only one convex hull per bone when using $collisionjoints (which you should be, its an animated escape vehicle). You will need to parent additional bone to accommodate for this limitation. Also, each convex piece needs to be enveloped to your preferred bone. It took forever to figure out, but you should have any problem with using a ton of bones. Worked for my C-17 plane.
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Old 01-28-2011, 02:09 PM  
 
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Yeah I think the bone limit is 128 which I hit when doing the cinematic breakable wall, using the simulation tools in XSI.
HellaLouYaah is offline  
Old 01-28-2011, 04:15 PM  
 
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I figured out finnaly how to fix the phymodel from decompiles. You gotta break apart the meshes again in XSI and have geomentry approx turned off, then export as phymodel.

(Edit to clarify: The collision meshes are made of several primitive objects, but the decompiled phymodels they are all combined into one mesh, you have break each into separate meshes again by using the polygon selection tool and ploy.mesh>Extract[delete] once ever face is selected on each primitive)

Once I did that with the police car, I used the $collisionjoint info I saw in the Dead Air van .qc file. It actually was really simple then I thought. I just had to parent the phy to the root bone in the .qc. As for fixing the colllision model, apparently mdldecompiler you need to fix the phy for each model you decompile or it will get shrink wrapped when recompiling as the hull is 1 giant non convex piece.

Last edited by Keldorn: 01-28-2011 at 05:24 PM.
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Old 01-31-2011, 11:44 AM  
 
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oh man if you guys play my campaign when its done the rescue vehicle exit scene. You'll your pants. You'll think valve made it.
Thanks a bunch HellaLouYaah helping me initially. The documention sure is hell sqant.
I think I'll make a tutorial on the wiki for this stuff when I some time and in the next few weeks.

Last edited by Keldorn: 01-31-2011 at 11:49 AM.
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Old 01-31-2011, 02:56 PM  
 
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I couldn't resist because I probably won't have the campaign finished for another week. But here is the epic outro scene
http://www.youtube.com/watch?v=UrvCj_nfsA4

Contains spoilers! Don't watch if you want to be surprised playing no precinct the first time.
Keldorn is offline  
Old 01-31-2011, 03:00 PM  
 
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The explosion is not big enough.
Monster_user is offline  
Old 02-03-2011, 12:24 AM  
 
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Quote:
Originally Posted by Keldorn View Post
I couldn't resist because I probably won't have the campaign finished for another week. But here is the epic outro scene
http://www.youtube.com/watch?v=UrvCj_nfsA4

Contains spoilers! Don't watch if you want to be surprised playing no precinct the first time.
Looks great!
shotgunefx is offline  
Old 02-03-2011, 12:40 AM  
 
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Haha, that came out really good.
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Old 02-03-2011, 11:02 AM  
 
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Great stuff! Looks awesome!
JMantis is offline  
 

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