• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

Chunks of Confusion

Started by mrtwosheds, February 03, 2009, 11:19:04 AM

Previous topic - Next topic

mrtwosheds

I am starting to do the chunks for my models, and I am confused, with the new settings.
What I am trying to do for one model is have no chunks for the initial explosion and then just a couple of chunks for the body explosion, so I have set it up like this.

HasSeparateChunks = true
chunkEffect1 = "null.msh" 
chunkEffect2 = "null.msh"
chunkEffect3 = "null.msh"
chunkEffect4 = "null.msh"
chunkEffect5 = "null.msh"
SeparateChunkEffect1 = "skuljaw.msh"
SeparateChunkEffect2 = "skulchnk.msh"
SeparateChunkEffect3 = "null.msh"
SeparateChunkEffect4 = "null.msh"
SeparateChunkEffect5 = "null.msh"

But My exploding skull only produces 1 jawbone, the other chunk never appears, (Its mesh does exist)
I am wondering if this is the best way to do it and/or if the chunk names should be numbered, like iochunk01 iochunk02 etc

General BlackDragon

The other seperate chunks are fairly random :-/ i think.



*****General BlackDragon*****

TheJamsh

yeh it selects them by random i think, the same way it does with scrapclass.

try getting rid of the other chunk lines, (3+4+5)

numbering shouldnt make a difference though...


BZII Expansion Pack Development Leader. Coming Soon.

mrtwosheds

This produces chunkEffect1-5 but only SeparateChunkEffect1, is there a NumSeparateChunks# ?
HasSeparateChunks = true
NumChunks1 = 1
NumChunks2 = 1
NumChunks3 = 1
NumChunks4 = 1
NumChunks5 = 1
chunkEffect1 = "skuljaw.msh" 
chunkEffect2 = "skulchnk.msh"
chunkEffect3 = "skulchnk.msh"
chunkEffect4 = "skulchnk.msh"
chunkEffect5 = "skulchnk.msh"
SeparateChunkEffect1 = "skulchnk.msh"
SeparateChunkEffect2 = "skulchnk.msh"
SeparateChunkEffect3 = "skulchnk.msh"
SeparateChunkEffect4 = "skulchnk.msh"
SeparateChunkEffect5 = "skulchnk.msh"

Zero Angel

#4
Wow man, that really blows chunks! (come on, you knew it was coming)

Is the mesh on the other chunk the root of the heirarchy? I know it works this way with weapon flashes and on draw_geom renders. The mesh must absolutely be on the root or else it won't show.

How do I know this?

xprsxpl.odf -- you CAN make it so that pilot corpses stay in the world for awhile. :)
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

bigbadbogie

Or you can just give them a longer animation.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon

to my knowledge, other then the model, there is no way to control the number of "seperate chunks" Though I wish there was. :-/



*****General BlackDragon*****

mrtwosheds

The msh's are all fine I can have the skull produce either the jaw or the side of the head, but not both.
It seems that only separateChunkEffect1 is actually produced.