Forged Alliance Forever Forged Alliance Forever Forums 2018-07-29T15:53:22+02:00 /feed.php?f=45&t=16273 2018-07-29T15:53:22+02:00 2018-07-29T15:53:22+02:00 /viewtopic.php?t=16273&p=166310#p166310 <![CDATA[Re: Transforming units into new units]]>
Uveso wrote:
If you model has a bone called "TORPEDO_FRONT" then you need to add this name inside the weappon table from your weapon.
So the LUA code knows, this weapon is anchored at bone "TORPEDO_FRONT".


I suspected as much, but no idea how to do that! Tried a couple different things but no luck.

Statistics: Posted by stardust — 29 Jul 2018, 15:53


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2018-07-26T02:39:46+02:00 2018-07-26T02:39:46+02:00 /viewtopic.php?t=16273&p=166223#p166223 <![CDATA[Re: Transforming units into new units]]>
Names inside the blueprints reflect the same bones from the model.

If you model has a bone called "TORPEDO_FRONT" then you need to add this name inside the weappon table from your weapon.
So the LUA code knows, this weapon is anchored at bone "TORPEDO_FRONT".

Statistics: Posted by Uveso — 26 Jul 2018, 02:39


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2018-07-26T00:40:57+02:00 2018-07-26T00:40:57+02:00 /viewtopic.php?t=16273&p=166219#p166219 <![CDATA[Re: Transforming units into new units]]> Statistics: Posted by stardust — 26 Jul 2018, 00:40


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2018-07-25T05:40:13+02:00 2018-07-25T05:40:13+02:00 /viewtopic.php?t=16273&p=166178#p166178 <![CDATA[Re: Transforming units into new units]]>
You could first build a T1 point defense, display the bones and bonenames and compare them with the blueprint entries.
There you can see where or how yaw/pitch bones look like.

And yes its right, to add new bones or to add a weapon turret you need a 3d modeling program.

Statistics: Posted by Uveso — 25 Jul 2018, 05:40


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2018-07-25T02:55:41+02:00 2018-07-25T02:55:41+02:00 /viewtopic.php?t=16273&p=166174#p166174 <![CDATA[Re: Transforming units into new units]]>
Is it not possible to add a weapon without necessarily having a turret? I remember a couple units - the Seadragon Mk2 dreadnought and a Cybran experimental transport, that did not have turrets for a light beam weapon. Tried copying those too, but to no avail. But then again I have no idea how to associate a given weapon with a given bone... is there a trick to it? And I imagine adding MORE bones involves the use of 3D modeling programs?

Statistics: Posted by stardust — 25 Jul 2018, 02:55


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2018-07-25T00:28:11+02:00 2018-07-25T00:28:11+02:00 /viewtopic.php?t=16273&p=166164#p166164 <![CDATA[Re: Transforming units into new units]]>
If your model has not such bones, you can't attach a weapon to it that needs pitch/yaw etc.

If you can't aim with your weapon to the target, then you can't shoot at the target.
Makes sense, right ? :)

If your model has no bones, then you can only use weapons that don't need aiming like flares, torpedos, charges, etc.

If you want to the see the bones of an unit ingame, press [ALT]+[v] while playing.
Now if you press [ALT]+[b] then you can also see the bone-names.

Maybe this can help :)

Statistics: Posted by Uveso — 25 Jul 2018, 00:28


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2018-07-24T23:34:19+02:00 2018-07-24T23:34:19+02:00 /viewtopic.php?t=16273&p=166160#p166160 <![CDATA[Re: Transforming units into new units]]>
Now to ARM this thing. I'd LIKE to have beam turrets like the Reaper escort cruiser, pulse weapons like the T2 Cerberus gun tower, and perhaps a missile system. I can edit what layers they can fire at, as well as weapon ranges, but copy-pasting weapon code into the blueprint and script files doesn't do anything. I suspect that that's due to the bones of the model and of the weapon turrets I am trying to make use of? Does that make sense? And if so, how do I take a ground or sea based weapon and tack it onto an airborne unit? Or is that possible?

Statistics: Posted by stardust — 24 Jul 2018, 23:34


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2018-07-19T01:04:32+02:00 2018-07-19T01:04:32+02:00 /viewtopic.php?t=16273&p=165937#p165937 <![CDATA[Re: Transforming units into new units]]>
yes the link worked.

I changed some lines inside the blueprint.
You can now build the unit as space ship.
Weapons will not work because of wrong model-bones.

URA4411BlueprintOnly.zip

Changelog:

Added "Air" Table
Added missing comma between weapon tables; changed from } to },
Removed IdleEffects for Sub / Water layer
Removed MotionChangeEffects for Sub / Water layer
Changed icon froom Sea to Air
Changed TechLevel from RULEUTL_Basic to RULEUTL_Secret (Experimental)
Added CatchUpAcc, DragCoefficient, Elevation to physics table
Added MotionType = 'RULEUMT_Air', to physics table (Unit can't move if you don't set it)
Changed StrategicIconName from icon_sub2_antinavy to icon_experimental_generic
Changed FireTargetLayerCapsTable from 'Air|Land|Sea', to 'Air|Land|Seabed',
Changed Weapon muzzles to prevent load errors, but weapons will not work
(Turret weapons needs a turret and turret bones, but the model has none)

Statistics: Posted by Uveso — 19 Jul 2018, 01:04


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2018-07-11T22:20:53+02:00 2018-07-11T22:20:53+02:00 /viewtopic.php?t=16273&p=165813#p165813 <![CDATA[Re: Transforming units into new units]]> https://www.dropbox.com/sh/2pm8ai8pgubs ... zT6Xa?dl=0

Does this dropbox link work for you?

Statistics: Posted by stardust — 11 Jul 2018, 22:20


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2018-07-02T01:00:09+02:00 2018-07-02T01:00:09+02:00 /viewtopic.php?t=16273&p=165528#p165528 <![CDATA[Re: Transforming units into new units]]>
can you post a zip of the full URA4411 unit folder ?

We can't find errors just by viewing the blueprint file.

Statistics: Posted by Uveso — 02 Jul 2018, 01:00


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2018-07-01T19:04:35+02:00 2018-07-01T19:04:35+02:00 /viewtopic.php?t=16273&p=165516#p165516 <![CDATA[Re: Transforming units into new units]]>
Getting back to my original post, I have no idea what I am missing.I've resized the sub (I think) and set the build layer to be true for AIR and false for SEA, but it doesn't even build now, and I'm at a loss to explain this. I figure once I get it to fly, I can start tinkering with changing out weaponry, but this is really slowing me down :P

I've attached the BP file for any wizards out there to decrypt.

Statistics: Posted by stardust — 01 Jul 2018, 19:04


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2018-06-24T04:25:01+02:00 2018-06-24T04:25:01+02:00 /viewtopic.php?t=16273&p=165228#p165228 <![CDATA[Re: Transforming units into new units]]>

Statistics: Posted by Uveso — 24 Jun 2018, 04:25


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2018-06-23T17:02:40+02:00 2018-06-23T17:02:40+02:00 /viewtopic.php?t=16273&p=165216#p165216 <![CDATA[Re: Transforming units into new units]]>
Anyone have any thoughts on why the textures for these two units are so different? Before is from Total Mayhem, After is when I pulled them into my little personal naval mod project. I've got all the files, and corrected any and all links and pointers...

Statistics: Posted by stardust — 23 Jun 2018, 17:02


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2018-06-23T00:59:52+02:00 2018-06-23T00:59:52+02:00 /viewtopic.php?t=16273&p=165203#p165203 <![CDATA[Re: Transforming units into new units]]>
stardust wrote:
Just figured it out. In the search function of ALT+F2, punch in the unit ID, like BRS0304 for the Reaper battlecruiser. Learned something new today!


Well sorry. Yes, that's how we use this :)

I created a small mod with the ALT+F2 script files. I already fixed most of the buttons.
If you like play around with it:
http://faforever.uveso.de/forum/ALT+F2_MenuFix.zip

In case you fixed / checked all buttons, send the mod back and we will merge it into the maingame next patch.

[EDIT]
If you need a unit tooltip where you can see the UnitID, use my privat Unit Tooltip mod:
http://faforever.uveso.de/forum/SmartUnitTooltipV2.zip
(Needs option "Show Armament Build in Factory Menu" enabled)

Statistics: Posted by Uveso — 23 Jun 2018, 00:59


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2018-06-22T23:17:21+02:00 2018-06-22T23:17:21+02:00 /viewtopic.php?t=16273&p=165199#p165199 <![CDATA[Re: Transforming units into new units]]>
Sprouto wrote:
All units are automatically available thru Alt-F2 menu - BUT - many do not classify properly due to the Unit ID that some unit use.



Just figured it out. In the search function of ALT+F2, punch in the unit ID, like BRS0304 for the Reaper battlecruiser. Learned something new today!

Also, Uveso, thanks for those links. Those are quite informative!

Another small texture-related issue I've stumbled across. A couple of Aeon units I have don't seem to render properly. Their textures are mostly red. Their faction color works, but instead of white, its this bright red. Couple spots also look green/teal-ish. Anyone have any thoughts? Need a screenshot?

Statistics: Posted by stardust — 22 Jun 2018, 23:17


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