I think he should look for an extra couple of hands as well. :IS2:
I agree with this comment
But I saw half was working on something new, maybe he can try again after he finishes up his current one?
Hopefully we can ask him.
I think he should look for an extra couple of hands as well. :IS2:
I think i fixed the crash glitch. So far so good so i went ahead and did the crawler
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what was the crashing glitch - cus im having the same issues with our new specimen atm
Oh. Damn it, now I have to start my project from beginningJust 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.
this is what i used for my zombie modwell 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.
simulated function BeginPlay()
{
LinkSkelAnim(MeshAnimation'Bloat_anim');
Super.BeginPlay();
}
simulated function BeginPlay()
{
LinkSkelAnim(MeshAnimation'Clot_anim');
Super.BeginPlay();
}
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(); }
hemi are the death animations etc in the TWI rig we exported from the bloat?