Future of the Modding Art Tools - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Future of the Modding Art Tools - Natural Selection 2
Howdy folks! I’m Trevor “BeigeAlert” Harris — better known as the guy who hasn’t done one of these blog posts yet. Just wanted to give a quick heads up that there’s some...
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@BeigeAlert
Is there any way that rig HAS to be set up or do just anims get exported regardless of what you did to a rig? Where do I need to dig to get exporters for max to spark? Is there any knowledge base that I can access to full export pipeline including anims?
About creating a new entity, for questions sake new alien life form. How much coding would it actually involve to get it implemented in game?
Sorry for questions hope i'm not bugging. Too much.
I'm not 100% sure when it comes to the 3dsmax setup, but I know that in the blender setup, it'll export whatever the bones are doing for every frame, taking into account constraints (IK!!!).
Here's the plugin for 3dsmax, it seems to have been excluded from the game distribution for some time now. https://www.dropbox.com/s/gtthtke2pvrn6cx/ColladaMax.dle?dl=1
In terms of knowledge base for exporting... just ask questions in the modding forum. I'm working on a manual for that now, but in the meantime you can refer to the asset sources included with the game.
If the intention is to develop entity event frameworks for single player/coop episodic content, as well as easier model importation then surely one of the most important aspects, which is how the game is presented, needs to be easier to develop. Moreover the vanilla game really does need a UI revamp as currently a lot of it could be presented better. For instance the armory and prototypelab buy menus are just bland buttons that show a picture on the side.
And to top that off thanks BiegeAlert mate, i really appreciate this and look forward to this the most about the whole grouping up thing, nothing toxic from your end so far!
a++ work.
No because you get militant people voting down things like in reddit, or in the case of NS2 PR people and groupies who have interests like to censor or hate on people because it doesn't agree with there agenda. Group mentality is bad especially when it's a feature that should have never been removed in those cases.
For example: (simplified) Cryengine2/3 requires biped setup in specific way (naming, hierarchy etc) for it to be animated, bones + mesh is exported with collision proxy and custom animations have to be named. Physics setup has to be in specific way as well. Hiboxes, weapons movement and other setup ties in in xml and/or sandbox.
Please, if anyone has connection with devs either PM or anyone has time to do a ts session to explain a bit I would be very grateful.
Some free time is coming up for me so I would very much like to have some information regarding this.
Again thanks upfront for the answer!
Honestly I'm not sure what it takes to get an animated model to be used as an entity. Not really my area of expertise. I didn't want to ignore you before, I just was hoping somebody else would jump in with a more satisfactory answer than this.
As far as collisions and animations are concerned, ALL of that is handled in the "*.model_compile" file that the build tool uses to compile the model itself. So once you have the model compiled, there's nothing extra you have to do to add animations and collisions. Tying them to player input however is another matter.
Wanna see a really scary looking model_compile file? Take a look at the lerk's.
The 6th alien lifeform appears!
@Vlaad ^
Only problem i had recompiling was getting gorge_physics.dae and maybe one other thing not included, but as it stands that is included withen the actual reference max file gorge.max? is it not?
retardly broken HA in game
hmg?
or a lerk?
I think once i get animation graphs working i will be fine, animation graphs are my biggest issue i can import the animations, models, textures, add on new parts to the models, attach points etc, not very good with the model_compile, but i would love to be able to do some more?
any help would be appreciated.
Thanks guys!