A big model problem

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HuNteR-

FNG / Fresh Meat
Apr 11, 2011
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Up there, in the trees...
I will be taking a previous quote I made from this thread: [URL]http://forums.tripwireinteractive.com/showthread.php?t=54945&page=2[/URL]

So here is the problem, I have being tweaking a few specimen models for my mod, then re-importing them to the game.

I previously stated that when I re-imported the models to the game, they imported with a 90 degrees rotation to the left, I didn't make anything of it until now because I haven't had time to test, but as of tonight this problem popped its head up.

Importing the models back into SDK, altered them 90 degrees to the left, although it looked strange in the editor the animations were fine and nothing was thought wrong, but when tested in game, this happens:

[URL]http://www.tsrlegacy.co.uk/KFupload/rotmodelerror.jpg[/URL]

Now as this is a still image, I'll have to explain: As you can clearly see the model is levitated off of the ground and is rotated to the left, now I can assure you that this image is taken of the specimen straight on as it moves towards the player directly but still in this form, the animations work fine, only they're off to the left too along with the model.

So to conclude, I have a fully animated, modified model that is levitated and rotated 90 degrees to the left.

Any ideas? The floor is open.
 
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sheaownsaford

FNG / Fresh Meat
Jan 29, 2011
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When you took the model and altered it outside of the KF SDK, in whatever program you used, could the external program have altered any pre-existing code related to that model? Like could it have defaulted to some mode where it could re-arrange code in an attempt to make it uniform for that particular program?

I honestly have no clue about programming or modding lmao. Just tossing an idea out there. :D
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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remember, the origin in 3dsmax is the pivot point in kfed.
also, yeah you gotta rotate it in 3dsmax, but i dont know which way.
once someone with better animation exporting knowledge reads this, i'm sure they can help you.
 
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Hemi

FNG / Fresh Meat
Jul 30, 2010
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I had this problem..

I copied the mesh properties of the normal Clot in SDK (topmenu bar somewere lol) Opened my alt version and pasted the properties again. Problem fixed. When you import a psk it always rotates them and levetates comparred to the zeds in the SDK. Hope this helps.

I dont think you need to adjust anything in 3ds max if you used the original psk.

And dont forget to copy/paste all the notifiers form the original model too (also in top menu bar somewere lol). Otherwise your clot wont do much lol.
 
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Gartley

Grizzled Veteran
Dec 27, 2010
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www.wildcardproductionstudios.co.uk
I second what Hemi said,

The easiest way to correct it is to select something like the clot and go

Mesh -> Copy mesh properties.

This will line up and scale to the game. (Even if you scale to the reference model in 3DSMax that is given to us it needs to be done)

Depending on the model you'll probably have to redefine the collision/hitboxes which are in the mesh properties of the of the animation window. And so on.
 
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Hemi

FNG / Fresh Meat
Jul 30, 2010
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Seeing its the original clot, the hitboxes will prob be the same. But yeah, if your model is different in height you need to adjust those.
 
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Benjamin

Grizzled Veteran
May 17, 2009
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You need to alter the rotation under Mesh->Rotation in the Animations editor, like all the other specimens. You'll also want to fiddle with Mesh->Translation.

Additionally, you'll want to add sockets (in the Attach section) which give bones aliases used by the engine, necessary for things such as the head hitbox.

If you're just altering a specimen I'd recommend simply copying the mesh data over (copy/paste mesh properties in the Mesh drop-down menu) since it copies all this data for you, which you can then tweak if necessary.
 
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The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
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not sure if anyone said this as I didn't read through the comments, but just incase, you can rotate it in the KFED and translate...
 
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slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
Hemi has pretty much cleared things up. When I first did new specimens it took me a while to figure out how to fix this stuff. You could fix it in max and reimport your model if you have the experience or you can try using the editor's view animation window to fix it(Can be a little finicky sometimes).
 
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