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Changing the size of box of my model ?

Posted: Sat Jul 08, 2006 8:20 pm
by mcunha98
Well, make models to mohaa not is more the question, the question now is how i change the dimensions of around box of model to define real size of model (i obvious, turn the solid model) ?

Image

Posted: Sat Jul 08, 2006 8:32 pm
by Tod001
Look in the model's .tik, I do believe........ :wink:

Posted: Sat Jul 08, 2006 8:37 pm
by mcunha98
Tod001 wrote:Look in the model's .tik, I do believe........ :wink:
In past bodger tell me some like quaked expression, but i dont understand how define dimensions (try and error ?!?)

Posted: Sat Jul 08, 2006 9:50 pm
by Rookie One.pl

Code: Select all

/*QUAKED playerweapon_allied_thompson (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Allied submachinegun - Thompson
*/
playerweapon_allied_thompson is where it will appear in the right-click menu.
(0.0 0.0 1.0) is the colour vector (red green blue) and determines what colour the object has in Radiant.
(-8 -8 -8) (8 8 8) sets the size of the object. Now look here:

Code: Select all

                    8
-------------|============B
|            |            |
|            |            |
|            |            |
|            |8           |
|            |            |
|            |            |
|            |            |
|            X (0 0 0)    |
|            |            |
|            |            |
|            |            |
|          -8|            |
|            |            |
|            |            |
|            |            |
A============|------------|
     -8
Those 2 vectors are positions of points A and B (but in 3D space) relative to point X (origin - point (0 0 0) of the model). They are just offsets. :)

For your convenience, I'll post the TIKI QuakeEd reference from FAKK Tools (FAKK2 - the game MoHAA's engine is based on), with the relevant bits in bold:
Tiki QuakeEd Specs
Append to the end of all tiki files you make a QuakeEd footer which is outlined below.
This is so that the mappers can put your stuff in their levels and for general organization.

/*QUAKED Blah_Blah_blah (r g b)(0 0 0)(0 0 0)
Description
*/

The Blah_Blah_blah is the path it will take in the QeRadiant pull down. To see what I mean go into QeRadiant and right click anywhere on the map. A pull down menu will appear and you will notice what I mean. The '_' indecates a new branch.

Characters_Bob_BigBob
would look like:

Characters
|
_Bob
|
_BigBob

?R G B? indicates the color it should be represented by in QeRadiant.

The rest of the line indicates the bounding box which the model will take.
(0 0 0) sets it so the bounding box is set by the model.


So if we had these bad asses...

Characters_Gruff
Characters_Angus
Characters_Bob_BigBob
Characters_Bob_LilBob
Characters_Satan
Characters_SouthPark_Kenny
Characters_SouthPark_Kenny_Head
Characters_SouthPark_Kenny_Arm
Characters_SouthPark_Kenny_Kenny
Characters_SouthPark_Cartman

It would look like:






Characters
|
_Gruff
|
_Angus
|
_Bob
| |
| _BigBob
| |
| _LilBob
|
_Satan
|
_SouthPark
|
_Kenny
| |
| _Head
| |
| _Arm
| |
| _Kenny
|
_Cartman

Here is a list of current categories, colors, and a description.

Category R G B Examples
Archaccent ( 1.0 0.5 1.0 ) Canopy, Large decorations
Characters ( 1.0 0.5 0.0 ) NPCs like Gruff and Angus
Creatures ( 1.0 0.5 0.0 ) Static animals like flies
Enemies ( 1.0 0.0 0.0 ) Things you should kill
Items ( 0.0 0.0 1.0 ) Powerups, weapons
MiscGibs ( 0.3 0.0 0.0 ) Dead bodies, gibs etc.
Objects ( 0.75 0.0 0.0 ) Boxes Pots Cans Cups etc.
Plant ( 0.0 1.0 0.0 ) Static plants like Puffdaddy
SFX ( 0.0 0.5 0.5 ) Fire Smoke Bubbles Volcanoes
Statues ( 1.0 0.5 1.0 ) Cavehead, FogStatue etc.

World Geometry ? Black ? (0 0 0)
Detail - Medium Green ? (0 0.75 0)
Triggers - Red (1 0 0)
Paths - Red (1 0 0)
Ammo/Weapons - Blue (0 0 1.0)
Health/Powerups - Blue (0 0 1.0)
Animals/Characters ? Orange (1 0.5 0)
Generic Objects - Medium Red (0.75 0 0)
Func script classes - Turquoise (0 0.5 1)
Other Func classes- Dark Turquoise (0 0.25 0.5)
Inventory Items - Purple (0.5 0 0.5)
Plants/Trees - Bright Green (0 1 0)
Architectural Accents - Pink (1 0.5 1)
Special Effects - Dark Cyan ( 0 0.5 0.5 )
Statues - Brown (0.5 0.25 0.25 )
info_player_* - Light Brown (0.75 0.75 0)
info_grav_pathnode - Medium Blue (0 0 0.5)
misc_* - Dark Green (0 0.5 0)
func_group/func_remove - Dark Gray (0.25 0.25 0.25)

Here is a final Example
/*QUAKED SFX_Fire_helixtest (0 0.5 0.5) (0 0 0) (0 0 0)
Tornado FIRE
*/
Peace out
Brian Burleson (The Intern)
However, if you want perfect collision detection (i.e. bullets going through the 'air' between the swastika and the ring), you need to make a collision map.

Posted: Sun Jul 09, 2006 3:48 am
by lizardkid
i never realized exactly how little the programmers at 2015 did. they bought rights to the Q3 engine, the FAKK2 game code and tweaked speeds and size. how much lazier can you GET!?

however the end result is nice.

Posted: Sun Jul 09, 2006 8:26 am
by Rookie One.pl
Nope, they bought the FAKK2 engine, too. :) No vanilla Quake 3 code was involved at all.

Posted: Sun Jul 09, 2006 2:00 pm
by mcunha98
The TIKE created for my model:
I remember Bodger tell to change the quaked parameter...


TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/milkshape/moh_suastic
skelmodel moh_suastic.skb
surface obj_sphere shader moh_suastic_moh_suasticb
surface obj_suastic shader moh_suastic_moh_suasticb
}

animations
{
idle moh_suastic.skc
}

/*QUAKED milkshape_moh_suastic (0.5 0.0 0.5) (-16 -16 0) (16 16 32)
*/

Posted: Sun Jul 09, 2006 2:38 pm
by mcunha98
Ok , i change the values of .tik file and make a box around my model.
Passing new parameters for tik
/*QUAKED milkshape_moh_suastic (0.5 0.0 0.5) (-80 -16 -32) (112 16 144)
*/

Image

And i edit the shader file attribute to metal surfaces:

Code: Select all

moh_suastic_moh_suasticb
{
      qer_editorimage textures/milkshape/moh_suastic/moh_suasticb.jpg
      surfaceparm metal
      cull none
      {
            map textures/milkshape/moh_suastic/moh_suasticb.jpg
            rgbGen lightingSpherical
      }
}

moh_suastic_moh_suasticb
{
      qer_editorimage textures/milkshape/moh_suastic/moh_suasticb.jpg
      surfaceparm metal
      cull none
      {
            map textures/milkshape/moh_suastic/moh_suasticb.jpg
            rgbGen lightingSpherical
      }
}
I put the model in game to test...
Image

But, yet not solid
Image


How more i need to turn the model into a solid ???

Posted: Sun Jul 09, 2006 3:27 pm
by Tod001
I quote bdbodger;
actually if it is a static model and you have a .map file made of clip brushes for it in the static directory all you need to do is compile your map and the collision is added to your model(s) automatically . The .map file has to be done before you compile .
And, is your bounding box big enough?

Posted: Sun Jul 09, 2006 9:19 pm
by mcunha98
And, is your bounding box big enough?
Yes, by screenshot of Radiant you see, the model have a correct box around the model.

You quote bdbodger about a .map file, but i dont understand this part, i need a .map of a .skb ???

Its a crazy thing !

Posted: Sun Jul 09, 2006 9:32 pm
by bdbodger
Yes that is right . Open radiant and load your model put clip brushes around it in the shape of your model then delete your model . Save it useing the same name as your model's tik file name and put it in the static directory . For example if your model name is my_model.tik you have to save it as my_model.map . Put that into the static directory ( not in a subdirectory ) and when you compile your map your model will have collision ( be solid ) . Next time you do a map with that model you won't have to do it again . You will have to include the .map file in your pk3 when you release it .

Posted: Sun Jul 09, 2006 9:44 pm
by Rookie One.pl
When placing the clip brushes it is VERY IMPORTANT that your model's origin is at ( 0 0 0 ).

Posted: Sun Jul 09, 2006 10:38 pm
by mcunha98
bdbodger wrote:Yes that is right . Open radiant and load your model put clip brushes around it in the shape of your model then delete your model . Save it useing the same name as your model's tik file name and put it in the static directory . For example if your model name is my_model.tik you have to save it as my_model.map . Put that into the static directory ( not in a subdirectory ) and when you compile your map your model will have collision ( be solid ) . Next time you do a map with that model you won't have to do it again . You will have to include the .map file in your pk3 when you release it .
Ok , i will try...
But i dont understand this : put it in the static directory
Where i found a "static" directory (/models/my_model/) ???

Posted: Mon Jul 10, 2006 1:04 am
by lizardkid
the fodler "static".

effective directory: main>static

in your pk3 just make a folder called static and save the .map to there.

Posted: Mon Jul 10, 2006 2:59 am
by mcunha98
None yet...

I search references in pak0.pk3 and my structure in development (not is a pk3) dont work. I created a /static folder and put my .map based in model with a metalclip texture for solid areas, but the object not is solid.

More tips ???