Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: mrtwosheds on February 03, 2009, 06:19:04 PM

Title: Chunks of Confusion
Post by: mrtwosheds on February 03, 2009, 06:19:04 PM
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
Title: Re: Chunks of Confusion
Post by: General BlackDragon on February 03, 2009, 07:29:23 PM
The other seperate chunks are fairly random :-/ i think.
Title: Re: Chunks of Confusion
Post by: TheJamsh on February 04, 2009, 06:42:23 PM
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...
Title: Re: Chunks of Confusion
Post by: mrtwosheds on February 05, 2009, 12:53:15 AM
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"
Title: Re: Chunks of Confusion
Post by: Zero Angel on February 05, 2009, 01:18:05 AM
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. :)
Title: Re: Chunks of Confusion
Post by: bigbadbogie on February 05, 2009, 02:08:45 AM
Or you can just give them a longer animation.
Title: Re: Chunks of Confusion
Post by: General BlackDragon on February 05, 2009, 02:10:20 AM
to my knowledge, other then the model, there is no way to control the number of "seperate chunks" Though I wish there was. :-/
Title: Re: Chunks of Confusion
Post by: mrtwosheds on February 05, 2009, 06:59:54 PM
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.