• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Resident Evil Conversion Project

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Yes, please shed some light on the crashing glitch. We've deleted some bones on the character could this be the problem?
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Just a small explanation for future model makers :

The engine refers to the Bone-names in the rigs of the specimens. When dismemberment happens in the game the engine searches for a bone-name in the skeleton of the model and then "merges" all the vertesies to create a "cap" in, for example, the upper arm.

Some of these bones are needed for like a "bloat" explosion. When we had removed them the game crashed, cous the engine was referring to that bone in the model.

How do you resolve this? Just select the bone you wanted to delete in the first place and put no "weight" on it in 3d max. So its still there, but its not doing anything animation wise to your model.

Some bones can be deleted like a jawbone, that apparently has no influence on the model when it dies, or has any function in the game to make it crash.

Just thought I post this so people will know when they start their creation.
 
  • Like
Reactions: arramus

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,014
703
0
27
Poland
www.youtube.com
Just a small explanation for future model makers :

The engine refers to the Bone-names in the rigs of the specimens. When dismemberment happens in the game the engine searches for a bone-name in the skeleton of the model and then "merges" all the vertesies to create a "cap" in, for example, the upper arm.

Some of these bones are needed for like a "bloat" explosion. When we had removed them the game crashed, cous the engine was referring to that bone in the model.

How do you resolve this? Just select the bone you wanted to delete in the first place and put no "weight" on it in 3d max. So its still there, but its not doing anything animation wise to your model.

Some bones can be deleted like a jawbone, that apparently has no influence on the model when it dies, or has any function in the game to make it crash.

Just thought I post this so people will know when they start their creation.
Oh. Damn it, now I have to start my project from beginning :(
When I made skelet for my speci, I didn't include bones x.x
Are they really nececary? o_o
Can I add them in mid-works?
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
well we still need to find the piece of code that refers to these bones so we can adjust it to a character. In the meanwhile its safe to just import a bloat skeleton or clot and adjust the bones to your character.

Once we found the code on the bones we will post on the forums how to adjust them so your character works.

stay tuned!
 

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
well we still need to find the piece of code that refers to these bones so we can adjust it to a character. In the meanwhile its safe to just import a bloat skeleton or clot and adjust the bones to your character.
this is what i used for my zombie mod

Bloat
Code:
simulated function BeginPlay()
{
 LinkSkelAnim(MeshAnimation'Bloat_anim');
 Super.BeginPlay();
}
Clot
Code:
simulated function BeginPlay()
{
 LinkSkelAnim(MeshAnimation'Clot_anim');
 Super.BeginPlay();
}
 
Last edited:

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
this is what i used for my zombie mod

Bloat
Code:
simulated function BeginPlay()
{
 LinkSkelAnim(MeshAnimation'Bloat_anim');
 Super.BeginPlay();
}
Clot
Code:
simulated function BeginPlay()
{
 LinkSkelAnim(MeshAnimation'Clot_anim');
 Super.BeginPlay();
}
this is the code to bind your custom mesh to a custom skeleton/animation or an existing one in game such as the bloat or the clot - am i right?


hemi are the death animations etc in the TWI rig we exported from the bloat?

i think hemi mentioned that they were not, which means to make dismemberment and explosions to work the engine handles it dynamically based on physics and not animation - i believe the skeleton would require certain bone names to make this happen with the engine. unless you scripted the engine to declare your custom bone names

such as a 3rd_arm_bone

if you did use custom bone names and then engine doesnt know about them they simply wont do anything when the explosion happens - which kind of takes away the atmosphere (or crash the game)


i believe anyway, ive still much to learn about the 2.5 engine

i believe the bones in the rig TWI provided in the SDK are the bare minimum - if youve missed any youll prolly get problems
 
Last edited:

undyinglight

FNG / Fresh Meat
Dec 3, 2010
23
4
0
Half-Dead are you still working on this? The Christmas event really got me interested in new skins for Zeds, but these are about the only ones I could find. I am looking forward to this, I don't know if anyone else is still following this thread though.