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Old 10-03-13, 11:38 AM   #24
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
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Quote:
Originally Posted by gap View Post
Hi Rongel, a few thoughts:

- if it was on me, I would create a new DMG_col bone for each cargo model, with main model's bone set as parent and 'Hide' property set to 1, and without rotation/position data. I would then add the new bones to the bone bindings of their respective mesh. I am not sure that it would work: I haven't ever seen an object using the same mesh as collision model and as visible mesh (as we do for imported dat ships), but given the current limitation of GR2 Editor (i.e. the impossibility to add new meshes to a native file), this is the only way that I can think of. Are you following the same method?

- overlapping visible meshes cause flickering in game. I don't know how Goblin renders them. Anyway, since you would be using the same mesh as visible model and as collision model, and you would overlap the two of them, it could be arduous deciding from Goblin's viewport wether a DMG_col model is correctly set to hidden or not.

- invisible bones are nonetheless marked in bold in Goblin's scene tree view. Are they displayed so, for your edited GR2 file?
Thanks for the thoughts! I never got the bolded/hidden marking in Goblin. I have to say I'm no ace with the GR2 editor, but I understand now that the DMG_col bone needs a mesh also, I mean that it should also be visible in the "meshes" menu. Just making the bone doesn't do anything (I studied the lifeboat.gr2 file).

I was following your method, but couldn't get through this:
Quote:
I would then add the new bones to the bone bindings of their respective mesh.
There ends my skills with the editor. If we could make a new mesh, it would be relatively simple task, but now I'm out of ideas.

I think I'll make a test using .dat cargos and adding the DMG_col-node in s3d editor. It should work???
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