Has anyone figured out how to have your custom model show visually when flame blade or ice blade have been cast. I can't figure out if I need to edit the .moa files or if the .msh or .mmh files are just wrong. Does it have to do with crusts that need to be added?
Thanks.
Flaming, Iced Custom models
Débuté par
zelig55
, mars 13 2010 10:09
#1
Posté 13 mars 2010 - 10:09
#2
Posté 14 mars 2010 - 01:54
It almost certainly doesn't have anything to do with the content of .msh file as you can replace the default meshes with ones you make yourself and the visuals continue to work just the same even if mesh shape gets changed.
Would guess it has to do with "crust hierarchy" entries either in the .mmh file or the associated .meta file (or both)
Would guess it has to do with "crust hierarchy" entries either in the .mmh file or the associated .meta file (or both)
#3
Posté 14 mars 2010 - 03:30
It is the node crust hierarchies.
#4
Posté 14 mars 2010 - 04:07
With the node crust Hierarchies, is that something that I can add to my .mmh.xml file before I process it? Or do I have to do something in Blender before I export it out as an FBX? Thanks for your quick responses.
#5
Posté 14 mars 2010 - 05:40
I think you have to add it after since tzpan's tool doesn't process them.
#6
Posté 14 mars 2010 - 08:05
So... It seems that in order to get my model to function the same as the native models when it comes to showing the flaming, iced or poison effects my model's mmh.xml needs to be modified before it is processed into an mmh file. Does anyone have the required text that would need to be added into the mmh.xml file in order for this to work?
Thanks
Thanks
#7
Posté 15 mars 2010 - 12:14
Try the files from "model data sampler" posted in this project:
http://social.bioware.com/project/2122
http://social.bioware.com/project/2122
#8
Posté 15 mars 2010 - 03:05
It work perfectly. Thanks. Here is the text that needs to be added to the .mmh.xml file in order for the custom weapon to show the appropriate effects:
<NodeCrustHierarchy Name="CrustHook7" HookID="1"><Translation><![CDATA[0 1.3 0 0]]></Translation><Rotation><![CDATA[0.0 0.0 0.0 1.0]]></Rotation></NodeCrustHierarchy>
As far as I can tell, the name is arbitrary, but the ID must be "1" to work. The first translation is where on the model you want the effect (left/right, up/down, front/back).
<NodeCrustHierarchy Name="CrustHook7" HookID="1"><Translation><![CDATA[0 1.3 0 0]]></Translation><Rotation><![CDATA[0.0 0.0 0.0 1.0]]></Rotation></NodeCrustHierarchy>
As far as I can tell, the name is arbitrary, but the ID must be "1" to work. The first translation is where on the model you want the effect (left/right, up/down, front/back).





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