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My MP5K wont build into act file

Posted: Tue Nov 15, 2005 5:13 am
by Microman171
I have tried everything I can thing of But still I cant find the problem. The AStudio says somthing about mp5k.jpg which is now a bmp so I can add it to extra materials. Please help in one way or another. Oh and hi to all of the new users since I was gone for so long sadley I can't attach the image because I have reached my upload quota limit

Posted: Tue Nov 15, 2005 10:21 am
by ZenBudha
Microman use Imageshack to host images online because they have no limit, and it's free.

Also what dimenions is the texture?

Posted: Tue Nov 15, 2005 2:41 pm
by AndyCR
also, you may want to change the material to the .bmp in your modeling program, and re-export, and remove the entry from extra materials. you could also hand-edit the bmp name in notepad, at least i know you can with .nfo.

Posted: Tue Nov 15, 2005 6:18 pm
by GD1
extra materials is only for switching textures in game, say for instance you need to change the color of your characters armor. All the textures you need for a normal model without texture switching should be applied in the modeling program, with no additional work in astudio.

JPG's don't work in RF, your texture must either be a valid 8 to 24-bit .bmp or 32-bit .tga file in order to function properly. In addition, all textures must be a power of 2 in resolution (eg 128x128, 128x256, 256x256, etc.)

Posted: Tue Nov 15, 2005 6:21 pm
by AndyCR
(in addition to what gd1 said, extra textures is also used for bumpmapping)

Posted: Tue Nov 15, 2005 6:30 pm
by GD1
that's not nescessarily 100% true. For bump-mapping you have to add the textures in milkshape and export them in the .bdy file. That's the only way I've ever been able to get it working. There may be another way by using extra-materials, but it's never worked for me that way. When you use extra materials, it actually includes a copy of the texture in the act file, so that when you disassemble it you can get the texture. If it's included in the bdy file then the data is hard-coded into the mesh and is lost when you break down the .act file.

If i remember right, the manual says to include the bump-maps in Milkshape and in extra-materials, but if you do this you just end up wasting space with duplicate textures that will never be used, since you actually including them twice.

Posted: Tue Nov 15, 2005 7:32 pm
by AndyCR
ah, sorry, never knew that. that would explain why i never got dot3 for actors working... :x

Posted: Wed Nov 16, 2005 5:58 pm
by Microman171
Iv'e fixed it :D The problem is first I used a jpeg in the modeler and the astudio didn't like that... Secondly the texture was somthing random eg 164 X 273 But after changing to the bitmap, resizing it 512 X 512 :shock: Then UVM unwrapping it with gmax it is all aligned and please say if you would like me to add the actor to this thread :)

Posted: Thu Nov 17, 2005 5:57 pm
by Microman171
Here's back to my age old problem I cant see it. Is it because of the animations?? Can someone please post a working Gun model of theres ffor ernie.act??

Posted: Fri Nov 18, 2005 8:34 am
by Microman171
In the tutorial it says to use the console and the weapon positioning to align it but I can't get that working... I have set the key to get it up alt and I push it during the game and nothing :cry:

Posted: Fri Nov 18, 2005 2:33 pm
by GD1
you have to enable weapon positioning in the debug menu first. then once you get the weapon postioned (use the numpad, and mess with the numlock key if it still doesn't work) then you need to write down the numbers and copy them exactly into weapon.ini in the right place.

Posted: Sat Nov 19, 2005 6:24 am
by Microman171
Im using the defualt menu that comes with the tech demo and I can find the debug menu

Posted: Sun Nov 20, 2005 5:47 pm
by Microman171
Is ther a debug menu in the tech demo??? If not then I'm in trouble

Posted: Sun Nov 20, 2005 10:41 pm
by hike1
RF FAQ http://terrymorgan.net/rffaq.zip

The "DEBUG MENU" is simply a bunch of X, Y, Z numbers that
appear when you are positioning the 1st person weapon

http://dhost.info/realityfactory/online ... ponInv.htm

http://dhost.info/realityfactory/online ... ectile.htm



1st Person Weapons

The variables viewfillcolor and viewambientcolor are used to color and brighten the weapon actor - viewfillcolor changes the overall color of the actor while viewambientcolor changes the overall brightness.

The variables viewrotation, viewoffset and viewscale are used to position the 1st person weapon actor correctly on the screen. If you are using a converted Half-Life weapon model then set these variables to the following to roughly position them.

viewrotation = -7.1 86.9 29.7

viewoffset = 0 -1.5 -0.2

viewscale = 0.23

If you are using a 3DStudio Max made model try these values for the rough positioning :

viewrotation = -7.1 86.9 0

viewoffset = 0 -1.5 -0.2

viewscale = 0.23

To fine tune the positioning, the following steps are required :

Use the IniEditor to turn on Weapon Positioning, then run Reality Factory.

THIS IS IN REALITYFACTORY.INI:

; Set Weapon Positioning
;
WeaponPosition=On;

At the menu, go to Options->Debug and turn on the Debug Info box.

Run the level containing your new weapons and pickup the desired weapon.

Press NumLock to activate the numeric keypad. In some cases this may have to be done prior to running the game, as some keyboards don't allow NumLock activation while Reality Factory is running.

The numeric keypad can now be used to position the weapon. The values for rotation, offset and scale will be shown on the screen and can be copied down after the weapon is in the proper place and used to replace the rough values in the weapon.ini file.

The key pairs used to increase and decrease the values are as follows :

7 and 8


Change X offset (side to side)

4 and 5


Change Y offset (up and down)

1 and 2


Change Z offset (in and out)

7 and 8 with 0 held down


Change X rotation

4 and 5 with 0 held down


Change Y rotation

1 and 2 with 0 held down


Change Z rotation

9 and 6


Change actor scale

The changes made to a particular weapon do not affect any other weapons that you may have acquired so it is possible to switch between weapons to see if they are positioned properly in relation to each other.

For those users that don't have a number pad on their keyboard, you can now switch which keys are used to move the first person weapon around on the screen. To do this you add the following line to the [Misc] section of PlayerSetup.ini :

alternatekey = true

When this is set the keys are as follows :

J&K


Change X offset (side to side)

N&M


Change Y offset (up and down)

O&P


Change Z offset (in and out)

J&K w/Y held down


Change X rotation

N&M w/Y held down


Change Y rotation

O&P w/Y held down


Change Z rotation

Q&W


Change actor scale

The variable viewlaunchoffset is used to change the point at which the projectile launches. The default point is right in the center of the screen, with the projectile aimed right at the cross hairs (assuming cross hairs are turn on). If your view weapon is not positioned to this point (and it is very unlikely it is) then viewlaunchoffset must be changed. Regardless of the launch point, the projectile will be aimed right at the cross hairs in the center of the screen. Changing the X value will move the launch point side to side, with negative values moving it to the right. Changing the Y value will move the point up and down, with negative values moving it down. The Z value is a little different than the other two values. The launch point is always moved out from the center, on a line to the impact point, far enough to clear the player's bounding box. Therefore, a Z value of 0 will have the launch point forward enough to clear the player's bounding box, regardless of what values you have for X and Y. The Z value only has to be increased enough that the projectile's bounding box does not intersect the player's box. The inital starting location of the projectile is at the actor's center point so you have to set Z to be large enough to have the projectile bounding box ( set by boundingbox in the projectile definition) clear the player's box. This must be adjusted by trial and error, with the most likely intersection points coming when shooting upward at extreme angles.

If you are using a bone to define the launch point, by having a name in viewlaunchbone, then the launch point starts at that location. It is then moved out from the center, on a line to the impact point, far enough to clear the player's bounding box. At this point the Z value from viewlaunchoffset is added to the location, to allow the projectile to clear the player's bounding box. If a muzzleflash is used it will appear at the viewlaunchbone location during the first frame of the attacking animation.
3rd Person Weapons

The variables playerfillcolor and playerambientcolor are used to color and brighten the weapon actor - playerfillcolor changes the overall color of the actor while playerambientcolor changes the overall brightness.

The 3rd person weapon is the player skeleton with the weapon mesh attached to it. It requires no motions of its own, as it uses the motions builtin to the player actor for animating. Because of this the playerrotation and playerscale values will be the same as those used by the player actor.

The variable playerlaunchoffset is used to change the point at which the projectile launches. The default point is at the bone location as specified by playerbone. Changing the X value will move the launch point side to side, with negative values moving it to the right. Changing the Y value will move the point up and down, with negative values moving it down. The Z value is a little different than the other two values. The launch point is always moved out from the center, on a line to the impact point, far enough to clear the player's bounding box. Therefore, a Z value of 0 will have the launch point forward enough to clear the player's bounding box, regardless of what values you have for X and Y. The Z value only has to be increased enough that the projectile's bounding box does not intersect the player's box. The weapon does not have a bounding box so it is not a factor in this.

Posted: Sun Nov 20, 2005 11:28 pm
by AndyCR
i dont think the new techdemo has the options->debug menu built in; however, it should be relatively easy to add in, just add the right entries to menu.ini.