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Model Effects / Model Switching
Posted: Sat Jun 30, 2007 1:50 pm
by t o x y n
Ok, getting back to work on the Javei project, I'm trying to create another custom multi mesh. Basically, I need to have some of the models (houses and similar structures) be blown up or disappear. The first thing I tried out as a test, was to put a TUNI action that tests for units that are taunting inside of a polygon area near a house on the map (the model is 22 houseb). When successful, a quick LPRG action turns on some mort blasts that are placed around the house to make it look like it was bombed. Once that LPGR action is successful, I have a MOEF action to delete the model. It all works great, but when the model is deleted, there is a mesh hole in its place (no land, just crazy gfx).
I know you can switch perms of models, but there isn't secondary perms for some of the models that I'm using. Is there a way of replacing the model with say, the ruins model/scenery, once the original one has been deleted?
Posted: Sat Jun 30, 2007 3:10 pm
by Pyro
I think I messed with something similar in the past. In Loathing add a Mesh Cell Modifier map action. And have those cells have the "Kills this cell" as false and use the "Terrain Cost" to make it the terrain you wish.
Posted: Sat Jun 30, 2007 3:44 pm
by t o x y n
I tried setting that up, making it activate on execution (in the MOEF action), and having the expiration mode set to expire on 'successful execution'. The MOEF action (deletes the model) is set to expire on trigger. It didn't work, still a big rectangular mesh hole where the house was after the MOEF executes.
Am I setting it up wrong? In the MECE action, for the polygons, I made a perfect rectangle around the area where the house model is. Should that be done differently?
Posted: Sat Jun 30, 2007 3:51 pm
by ozone
you have to click each polygon (triangle) that you want to change. you may have to remove model from map first to do this.
Posted: Sat Jun 30, 2007 3:59 pm
by t o x y n
I just tried that a minute ago ozone, no success. I removed the model so I could set the points/polygons in the MECE action in the areas where the house sits. I added a new house model (same model, 22 houseb) on the area, and checked the points. They were still there in a sense (looked like they were buried 20 feet under the ground, heh). I check through the MAs to make sure everything is right, make the MOEF action use the new house, and save. I tried it to see if this worked and still have the same result: big rectangular mesh hole. My ghol can walk over it though.
Posted: Sat Jun 30, 2007 4:24 pm
by carlinho
If you don't need to "dissapear" the houses but just replace them by blown houses, I'm wondering if maybe you can try this:
1)open FEAR
2)go into model animations
3)duplicate or create a new model animation, call it exploding house
4)add first the model of the house, then the model of the same house but blown up, make sure they are the same length and width of cells on the mesh
5)then in LOATHING create a model animation script where it animates de model
if the house blown model is same size in mesh cells as house model, it should work
Posted: Sat Jun 30, 2007 4:41 pm
by ozone
only problem with model animations is you cant turn them...
Posted: Sat Jun 30, 2007 4:45 pm
by ozone
t o x y n wrote:I tried setting that up, making it activate on execution (in the MOEF action), and having the expiration mode set to expire on 'successful execution'. The MOEF action (deletes the model) is set to expire on trigger. It didn't work, still a big rectangular mesh hole where the house was after the MOEF executes.
Am I setting it up wrong? In the MECE action, for the polygons, I made a perfect rectangle around the area where the house model is. Should that be done differently?
ugh right
the think the problem is the dismap is being read as black in those areas where models that replace mesh are sitting...hmm youll notice this if you export the dismap. I wonder if you make a copy of the mesh and take off the models then "recompute mesh LOD" and export the dismap then reimport on the one with models...worth a shot maybe?
Posted: Sat Jun 30, 2007 5:48 pm
by t o x y n
ozone wrote:t o x y n wrote:I tried setting that up, making it activate on execution (in the MOEF action), and having the expiration mode set to expire on 'successful execution'. The MOEF action (deletes the model) is set to expire on trigger. It didn't work, still a big rectangular mesh hole where the house was after the MOEF executes.
Am I setting it up wrong? In the MECE action, for the polygons, I made a perfect rectangle around the area where the house model is. Should that be done differently?
ugh right
the think the problem is the dismap is being read as black in those areas where models that replace mesh are sitting...hmm youll notice this if you export the dismap. I wonder if you make a copy of the mesh and take off the models then "recompute mesh LOD" and export the dismap then reimport on the one with models...worth a shot maybe?
Yup, they are black. I'll try what you said and see if it works.
Posted: Sat Jun 30, 2007 6:00 pm
by t o x y n
didn't work, removed model still leaves a the hole. This also pretty much destroyed 95% of the map with the new dismap.
Posted: Sat Jun 30, 2007 6:34 pm
by t o x y n
I might have found an alternative, and still be able to continue working on this mesh. The Tavern model, for some reason, is the only model being used that doesnt leave a mesh hole. In fact, I remember when I first started building the first solo mesh for this plugin, units could walk right through the tavern because the model had absolutely no affect on the ground or passability. So, using the first solution Pyro noted actually works nicely with this. I have to deviate away from my original idea for the mesh, but I figured I can still make things interesting by adding other elements into the mix (think: multiple missions for each team to accomplish).
Posted: Sat Jun 30, 2007 7:07 pm
by carlinho
the models that leave a hole in the map are those models that have a "replaces mesh" action in them.
If you have apathy, you can get in the model file and take that out, so when you delete the model there's no hole in the ground.
the tavern model must be one of those that don't replace the mesh...that's why they work
Posted: Mon Jul 02, 2007 2:45 am
by t o x y n
how exactly do I open the model file in apathy? heh
sorry, me = nub
Posted: Mon Jul 02, 2007 8:09 am
by ozone
try vegas
Posted: Mon Jul 02, 2007 4:03 pm
by t o x y n
I tried Vegas, really having no idea how the app works, heh. I think I figured it out though.
I haven't tested it in Myth yet. But here's what I figure needs to be done:
1) File > Open > 22 houseb model
2) View > Surfaces > Under Mesh
4) View > Cells > Replaces Mesh
5) Click the blue'd cells in window to remove 'Replaces Mesh' from each one.
6) File > Save
Yay/Nay?
Also, for some reason, I can't quit the Vegas app. I have to force quit every time.