Egozi44 28 Posted January 3, 2016 (edited) Hi there all and happy new year I have yet another funny bone issue and other issue I want help with 1. I added to ST's juggernaut second grassion slot (it was year ago actually) And just in my recent tests I noticed that only one member of the second squad will fire from the ground only if I put Riflemen inside it (all the rest working fine), from their squad only 1 solider will shoot from between the legs rather than the bunker The obvious guess ofc is that it happend because the rifleman squad is made from 6 members (the largest number in GDI arsenal) but the juggernaut have a lot of grassion bones in it public bones and the grassion bone already direct to "garrisonbone" without number means to should use all numbers correct? The bones Don't have "_" between the bone name and the number so I don't need to add "_" right? (Garrisonbone_ ) Can someone explain to me the logic behind numbers bones? Like with the Masto they give me many issues and just working the way they want rather the way they were numbered Is it possible to make two separate grassion bones codes in a unit and make each use let say X1 and X2 garrison bones and Y1+ Y2 garrison bone? Other squads that working fine: 2. I have unit (liquid tibirum tank) that shoot ... well liquid tibirum (surprise? ) When it upgrade it shoot the Currptor toxin thingy version Now when it move to the next weapon it still seem to show the old weapon projectile (don't sure it projectile but hope you got me) but without texture, resulting on showing two "lasers" on top of each other but one that is pink (since textures are missing ofc because the weapon use the upgrade weapon version) I'm don't sure what I miss there and hope someone here can tell me the issue (will post xml when I be home, and Yea. .. I lazy person who love to make threads before I have the time to deal with them ) Videos: Before upgrade: After upgrade: Thanks Edited January 3, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 3, 2016 (edited) post your <stream draw> coding and your weapon coding..both normal and upgraded Edited January 3, 2016 by Ravendark Share this post Link to post
Ravendark 46 Posted January 3, 2016 (edited) if you keep having trouble with your bones, create a new bone set in a new w3x file, then attach that w3x to the original model's bone. Like: <ScriptedModelDraw> All the original model and animationstuff etc etc... ExtraPublicBone="SomeboneThatIsthereAllready" <---like right at the arse end of the juggernaught where you want the garrison </ScriptedModelDraw> <ScriptedModelDraw id="ModuleTag_newbones" AttachToBoneInAnotherModule="SomeboneThatIsthereAllready" ExtraPublicBone="Bonegarrison_01 Bonegarrison_02 etcetcetc"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT" > <Model Name="DummyModel_onlybones" /> </ModelConditionState> </ScriptedModelDraw> Edited January 3, 2016 by Ravendark Share this post Link to post
Egozi44 28 Posted January 3, 2016 (edited) Hopefully I didn't miss anything <StreamDraw id="0xACD1E28B" StreamStateID="1" TubeRadius="2" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXTiberiumStream</Value></Texture><Texture Name="Texture2"><Value>FXTiberiumStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>TiberiumLiquidStreamDrip</ParticleSys><ParticleSys>TiberiumLiquidStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0x31B45BE1" StreamStateID="1" HitFx="FX_BulletHitGDI" TubeRadius="1.25" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXCorrupterStream</Value></Texture><Texture Name="Texture2"><Value>FXCorrupterStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>AlienCorrupterStreamDrip</ParticleSys><ParticleSys>AlienCorrupterStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0xCA52AFFA" StreamStateID="2" TubeRadius="2" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXTiberiumStream</Value></Texture><Texture Name="Texture2"><Value>FXTiberiumStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>TiberiumLiquidStreamDrip</ParticleSys><ParticleSys>TiberiumLiquidStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation ForbiddenStatus="WEAPON_UPGRADED_01"/></StreamDraw><StreamDraw id="0x3D7496E2" StreamStateID="2" HitFx="FX_BulletHitGDI" TubeRadius="1.25" UVWorldSize="100" ArcHeightFactor="0.0625"><FXShader TechniqueIndex="1" ShaderName="Stream.fx"><Constants><Texture Name="Texture1"><Value>FXCorrupterStream</Value></Texture><Texture Name="Texture2"><Value>FXCorrupterStream</Value></Texture></Constants></FXShader><ParticleSystems><ParticleSys>AlienCorrupterStreamDrip</ParticleSys><ParticleSys>AlienCorrupterStreamDistort</ParticleSys><ParticleSys>TiberiumLiquidStreamGas</ParticleSys><ParticleSys>TiberiumLiquidStreamGas1</ParticleSys></ParticleSystems><ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_01"/></StreamDraw> <WeaponSetUpdate><WeaponSlotHardpoint InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" ID="1"><Weapon Template="MOKTibTankWeaponLeft"/><Weapon Template="MOKTibTankWeaponLeftUpgrade" ObjectStatus="WEAPON_UPGRADED_01"/></WeaponSlotHardpoint><WeaponSlotTurret InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" ID="2"><Weapon Template="MOKTibTankWeaponRight"/><Weapon Template="MOKTibTankWeaponRightUpgrade" ObjectStatus="WEAPON_UPGRADED_01"/><TurretSettings AllowsPitch="True" MaxIdleScanAngle="90" MaxIdleScanTime="5s" MinIdleScanTime="1s" TurretPitchRate="40" TurretTurnRate="90"><TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="True" TargetingCompareList="DefaultTurretTargetingCompareList"/></TurretSettings></WeaponSlotTurret></WeaponSetUpdate> It a wild guess but the TechniqueIndex have the same number on both steams, could this cause the issue? (I have no clue what TechniqueIndex does btw)As for the Behemoth here the xml (Spoiler alert, you won't find much changes in it)SteelTalonsBehemoth.xmlI tried to add my own bones to the Masto a few days ago but it kept ignore their order (it use them but not in the order I want to,I first tried to make them with max but max saved them in a messed up way so I just copied the same bones again and again and gave it different name in numbers, then I discovered that the Parent number effect the order but had no clue how to use it to order my bones (it not just follow the numbers from 1 to 4 and masto use other bones before It reach mine)So I don't sure how to add bones that work with both Behemoth and Masto, if you can do it I will send you the files Any idea why the 6th Riflemam member not use the bone why the entire squad does though? I don't sure how the bone logic work...P.S can you also add that attach lines and ScriptedModelDraw to the Behemoth xml and upload it back? I want it as example Edited January 3, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 3, 2016 the streams looks ok. Post the weapon code not the weaponslot coding. Share this post Link to post
Egozi44 28 Posted January 3, 2016 (edited) Weapon as the weapon itself? alrightI will just upload them since they were made with the bugged WED ver xD (Too lazy to reextract them) MOKTibTankWeaponLeft.xml MOKTibTankWeaponLeftUpgrade.xml MOKTibTankWeaponRight.xml MOKTibTankWeaponRightUpgrade.xml Edited January 3, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted January 3, 2016 At a first glance everything looks setup correctly, was expecting a wrong stream id or such. Purple color usually means it can't find the texture, so it is possible it can't find FXTiberiumStream that you declared in for the scrolling texture. Is this a newly created texture or a reference to a existing one? Share this post Link to post
Egozi44 28 Posted January 4, 2016 (edited) Existing one And that what bothered me, to begin with it seem like it use two weapons draws when it not suppose to, the first streams supposed to be replace with other weapon and other textures Yet it seem that the old weapon's laser/streams/whatever stays but just lose it's texture (and lose the weapon as it not double damaging anything) First weapon supposed to use tibrium troopers textures Second used Currptor textures Edited January 4, 2016 by Egozi44 Share this post Link to post
Stygs 25 Posted January 4, 2016 Any idea why the 6th Riflemam member not use the bone why the entire squad does though? I don't sure how the bone logic work... Propably because the Behemoth has only 10 GarrisionBones. If put in 2 GDI RiflesSquads, you have 12 soldiers, so 2 soldiers end up without an assinged bone. Is it possible to make two separate grassion bones codes in a unit and make each use let say X1 and X2 garrison bones and Y1+ Y2 garrison bone? In theory, you can have multiple PassengerFilter entrys in a contain module. Share this post Link to post
Egozi44 28 Posted January 4, 2016 Thanks I will try something with the behemoth But as for the Masto bones and the liquid tank Is there any chance I can send to one of you the xml and SKL files so you could try to add more bones? (I will tell the position) Maybe if one of you will add his magic to the w3x and xml it will work out Plus I could see what you done there and hopefully won't bother you anymore about this subject xD Share this post Link to post
Ravendark 46 Posted January 4, 2016 Existing one And that what bothered me, to begin with it seem like it use two weapons draws when it not suppose to, the first streams supposed to be replace with other weapon and other textures Yet it seem that the old weapon's laser/streams/whatever stays but just lose it's texture (and lose the weapon as it not double damaging anything) First weapon supposed to use tibrium troopers textures Second used Currptor textures did you add a second <StreamState id="ModuleTag_StreamState" StreamId="0"> </StreamState> aswell to the unit...it is basicly the same like a laser , you need to add a module like that for each different ID. so if you are using StreamId="1" for your nomral weapon and StreamId="2" for your upgrade in your stream draw and weapon codoing you need to have something like: <StreamState id="ModuleTag_StreamState1" StreamId="1"> </StreamState> <StreamState id="ModuleTag_StreamState2" StreamId="2"> </StreamState> in your units <behavior> section Share this post Link to post
Egozi44 28 Posted January 4, 2016 I added this <StreamState id="0xDDA3AB27" StreamId="1"/> <StreamState id="0x5861E5FB" StreamId="2"/> <StreamState id="0xC7A1CC32"/> in the behavior, maybe I should just upload the unit xml so you can see if something is wrong (P.S nice dodge from the whole bone question ) Share this post Link to post
Egozi44 28 Posted January 4, 2016 Here the xml excreted with WED 1.08 gamma MOKLiquifierTank.xml 1.08 gamma and 1.07 gamma extract stuff with missing streams (another reason I just using the buggy ver of 1.08 that don't do it >.> ) So just in case I also added the xml that was extracted with buggy ver 1.08 MOKLiquifierTank.XML Share this post Link to post
Ravendark 46 Posted January 4, 2016 (edited) try adding <Include type="all" source="ART:FXCorrupterStream.xml" /> <Include type="all" source="ART:FXTiberiumStream.xml" /> to the include list of the unit. Edited January 4, 2016 by Ravendark Share this post Link to post
Ravendark 46 Posted January 4, 2016 P.S nice dodge from the whole bone question ) I didnt 'dodge' the question....stygs practicly answered it and we have suplied several ideas on how to possibly fix it. You tried to dodge the work involved by asking anybody else to do it for you. I learned to play dodgeball with Patches O'Houlihan So i am better at it! Share this post Link to post
Egozi44 28 Posted January 5, 2016 (edited) Thanks, will give it a go And I did try the stuff you told me (at least the ones I know how to do) but there's always chance I do something wrong without realize it, that why I thought it will be best if you guys will take a look BTW fine I got it stop throw them back at me Dx Edit Seem like Behemoth have 14 BoneGarrison. EA just didn't used the last four in the final version, after I used them it fix the issue only for the Behemoth ofc Adding FXStreams to the tank didn't work : / Edited January 5, 2016 by Egozi44 Share this post Link to post
Egozi44 28 Posted January 5, 2016 (edited) So I crated another bones again for the Msato <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <W3DHierarchy id="GUVEHICLEL_SKL"> <!-- 0 --> <Pivot Name="roottransform" Parent="-1"> <Translation X="0.000000" Y="0.000000" Z="0.000000" /> <Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000" /> <FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" /> </Pivot> <!-- 1 --> <Pivot Name="chassis" Parent="0"> <Translation X="-9.846880" Y="-0.000004" Z="72.856537" /> <Rotation X="0.707107" Y="0.000000" Z="0.000000" W="0.707107" /> <FixupMatrix M00="0.543478" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.543478" M21="0.000000" 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M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" /> </Pivot> </W3DHierarchy> </AssetDeclaration> Now they all shoot from one of it foots The trick here it seem, is the Parent number. I can't figure out what number to give the garrison bones any ideas? I want them to shoot from the dpthchargel_01 dpthchargel_02 dpthcharger_01 dpthcharger_02 Bones, so I took each one, Copy it 9 times for each (so that squads members won't have issue shoot from there) And gave it another Bone name and Parent number Any ideas? 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X="-2.780121" Y="-5.081560" Z="-8.505493" /> <Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" /> <FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" /> </Pivot> <!-- 97 --> <Pivot Name="BoneGarrison_36" Parent="42"> <Translation X="-2.780121" Y="-5.081560" Z="-8.505493" /> <Rotation X="0.003548" Y="-0.000155" Z="-0.043748" W="0.999036" /> <FixupMatrix M00="0.898982" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="0.898982" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="0.898982" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000" /> </Pivot> </W3DHierarchy> </AssetDeclaration> Edited January 5, 2016 by Egozi44 Share this post Link to post
Stygs 25 Posted January 5, 2016 And if you even bothered to simply import your skeleton into 3ds, you would have noticed what all of you bones are on the right side of your skelleton so of course there wont be bones on the left side to fire. Share this post Link to post
Egozi44 28 Posted January 5, 2016 (edited) I looked in the SKL ..... They all in the positions I want I use the H key and look on the bones in the SKL ever since you teach me how to use the plug in I even added to Behemoth more BoneGarrisons so they won't mess up stuff if you load Nod's inf into it I made 9 bones for each position because of Nod's inf I was able to make it shoot from two side but not all four Edited January 5, 2016 by Egozi44 Share this post Link to post
Egozi44 28 Posted January 6, 2016 (edited) Well I guess that two bones are better than nothing, many thanks for your help Raven and Stygs Too bad we couldn't solve the Tib tank cannon issue though ._. Edited January 6, 2016 by Egozi44 Share this post Link to post
Egozi44 28 Posted January 12, 2016 (edited) Seem like I was right Changing the TechniqueIndex to 2 fix the FX issue Edited January 12, 2016 by Egozi44 Share this post Link to post