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Max Payne 2 : Max Payne 2 Modding : How to make rotating bullets? |
[Forum Rules] |
the silver |
Posted 20th Sep 2009 4:22pm |
L4Y Member Post 69 / 1603
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Hi to all, is it possible to make rotating bullets in MP2 like the real bullets? How can i make this?
I've tried animating a bullet with Milkshape but nothing happened... |
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eduardivinski |
Posted 20th Sep 2009 8:51pm |
L4Y Member Post 92 / 93
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I wonder why do you need bullets to rotate?You still won't see them roatating when shooting with berettas etc.. |
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the silver |
Posted 21st Sep 2009 12:20pm |
L4Y Member Post 70 / 1603
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I've imported the BulletSniper_l0.kf2
I've created a joint, centered it, and assigned the 3d model to it
I've made a 100frame animation with a very visible rotation
I've exported the BulletSniper_l0.kf2 model
I've exported the BulletSniper_Rotate.kf2 animation
I've edited the BulletSniper_Player.txt file to use as DEFAULT kf2 the BulletSniper_Rotate.kf2 animation
I've compiled the mod
I've played the game and nothing happened... |
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3 |
Modified Sep 21st, 02:58pm by the silver |
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the silver |
Posted 22nd Sep 2009 12:35am |
L4Y Member Post 71 / 1603
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I've done 4 times these operations and it doesn't work...
I've also thied other methods but i can't get it working.
This is the part of the BulletSniper_Player.txt that I've changed:
[LOD]
{
[Geometry]
ExportData = "..SharedMeshesMyModelWithJoint.kf2";
Distance = 10000;
}
[Animationset]
{
[Animation]
Index = PROJECTILEANIM_DEFAULT;
Filename = "..SharedMeshesRotatingAnimation.kf2";
}
But nothing happened...
PS:I compile the mod every time, fortunately it needs just 2 seconds. |
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3 |
Modified Sep 22nd, 12:35am by the silver |
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Andersen |
Posted 22nd Sep 2009 5:03am |
L4Y Member Post 1569 / 3089
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Quoting VGames | Seems like that should work.
Why did you compile the mod? Am I the only one that works out of a data folder? I don't ever compile. Not until the mod is done.
VG |
I do that aswell It so much easier, especially if your fine tuning animations coding. damn it would be a hell to compile a mod everytime i changed a line in the kung fu system in my mod
The Silver
Does the projectile even work? do you get a error when it emits? or does it shoot out but doesnt rotate? |
Power.. Give me, More Power...
Kung Fu Evolution at Moddb |
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avatarg |
Posted 22nd Sep 2009 8:20am |
L4Y Member Post 51 / 127
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Wud make a good idea for a Wanted mod... bullets have something written on them like 'goodbye' or CENSORED you' as it see them rotate |
and thats when the real mastermind - The Final Boss - took the stage!
RE Beta:
http://maxpayne2.levels4you.com/forum.l4y?do=view&t=236527 |
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the silver |
Posted 22nd Sep 2009 10:24am |
L4Y Member Post 72 / 1603
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It's not difficult to notice if it rotates becouse of the texture, i've also tried to make a rotation on all the 3 axis to make it more visible but nothing, the bullet works exactly like the original bullet, it doesn't play any animation... 
EDIT: I've found the problem, the DEFAULT animation starts only after a short period of time, so my bullet reaches the target before the animation starts. Is there a workaround for this issue? |
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3 |
Modified Sep 22nd, 11:38am by the silver |
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Andersen |
Posted 22nd Sep 2009 12:44pm |
L4Y Member Post 1572 / 3089
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In milkshape go to tools find scale animation and scale your animation to half of the key frames you have for the animation and export. That should do the trick. Maybe |
Power.. Give me, More Power...
Kung Fu Evolution at Moddb |
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the silver |
Posted 22nd Sep 2009 2:03pm |
L4Y Member Post 73 / 1603
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Thanks andersen! Now the animation starts near to immediately, but the model rotates at the same speed, only the texture seems to rotate quickly, but it stutters.
And the rotate animation plays only one time, also if I select looping animation when exporting.
I've uploaded the files (BulletSniper_Player.zip - 6kb) if you wanna to take a quick look:
http://www.mediafire.com/?uln2kvk4mej |
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3 |
Modified Sep 22nd, 02:04pm by the silver |
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Andersen |
Posted 22nd Sep 2009 5:31pm |
L4Y Member Post 1574 / 3089
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Well u can scale the animation less than half of ur keyframes aswell try to work with it.
And i dont know much about changing projectiles cause ive never done it |
Power.. Give me, More Power...
Kung Fu Evolution at Moddb |
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the silver |
Posted 22nd Sep 2009 6:06pm |
L4Y Member Post 74 / 1603
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The problem is that this Scale Animation function doesn't work becouse the model rotates at the same speed, only the texture changes (and stutters)...
It's possible to set an higher framerate to the animation? The framerate of MP2 is 24 like Milkshape right?
And what I have to do to make this a looping animation?
PPS: Maybe downloading my files and looking directly to them can explain better than my words. |
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Andersen |
Posted 22nd Sep 2009 7:13pm |
L4Y Member Post 1576 / 3089
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If the texture rotates:S that means the bullet is rotating?
narh man cause i know nothing about projectiles as i said |
Power.. Give me, More Power...
Kung Fu Evolution at Moddb |
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Andersen |
Posted 23rd Sep 2009 4:42am |
L4Y Member Post 1577 / 3089
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Its only possible through 3dstudiomax, so i dont think silver has gotten animated texture to work. i think its the bullet rotating. i might have to download his stuff and see for myself, though i dont feel like it |
Power.. Give me, More Power...
Kung Fu Evolution at Moddb |
Modified Sep 23rd, 05:18am by Andersen |
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the silver |
Posted 23rd Sep 2009 12:44pm |
L4Y Member Post 75 / 1603
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In these hours i've worked hard on this animation. And yes, there's no animated texture.
The stuttering effect was caused by the looping option that i've selected when i've exported the animation.
So now i've a rotating animation that starts near to immedialtely after the shot, the only problem is that the rotating speed is very slow and less noticeable related to the bullet speed, and i can't reduce the frames, becouse 1 rotation is just 8 frames at all, if i reduce the frames the bullet deforms due to the MP2 engine.
Is there any tweak to make the animation framerate higher? Or something similar? |
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the silver |
Posted 23rd Sep 2009 1:22pm |
L4Y Member Post 76 / 1603
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If i make an animation of 4 frames only (90° each frame) the MP2 engine deforms the 3d model when it rotates from a frame to another, becouse it calculates the interval between the frames in a different way from Milkshape.
PS: I don't have 3d max, and i don't know how to use it...
PPS: Thank you for changing the avatar image. |
Payne Effects 3 v1.4 RELEASED HERE!!!
Official ModDB Page: http://www.moddb.com/mods/payne-effects-3 |
Modified Sep 23rd, 01:23pm by the silver |
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the silver |
Posted 23rd Sep 2009 2:58pm |
L4Y Member Post 78 / 1603
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Mmm... I've tried, but the Milkshape preferences seems to not affect the animation ingame... |
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