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TX1138

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Joined: 11/3/08 11:30:28 PM
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Hey guys. I've been working on a new structure for some time now, and I'm almost ready to put it in game. However, I'm having a few troubles with the _COL model. I've managed to link up all the pieces of the building bound to their respective bones, but as of now I'm completely confused as to how to calculate the Bone Volume code. I understand how to calculate the Translation easily enough, but the quaternion rotation coordinates and the Mass have me completely stumped Is there any way to easily calculate these values? Or does it have to be all calculated manually?

Any help would be greatly appreciated.

This message was edited 2 times. Last update was at 10/5/09 8:18:42 PM


http://i177.photobucket.com/albums/w238/TX1138/Red%20Alert%203/Mod%20SDK/Revolution/logo_revolution_440x100.png
Dibelius86

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Joined: 4/6/09 9:41:16 AM
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not tested yet, but when looking in several structure collapse props it looks like this (from allied Refinery COL)
Try it with this quat and different Mass settings depending on the size of your debris.

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Tsumetai



Joined: 2/24/09 10:45:40 PM
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I wrote a max script for this. I plan on making a tutorial and place to download the script very soon.
TX1138

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Oh wow, that would indeed be extremely helpful!

http://i177.photobucket.com/albums/w238/TX1138/Red%20Alert%203/Mod%20SDK/Revolution/logo_revolution_440x100.png
Tsumetai



Joined: 2/24/09 10:45:40 PM
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I've finished the aforementioned tutorial. You can find it here on the CnC Labs website.
Gren

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Joined: 12/10/08 12:16:45 AM
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Tsumetai wrote:I've finished the aforementioned tutorial. You can find it here on the CnC Labs website.


Great work Tsumetai !
Nice format too - I guess it will be well used

http://tinyurl.com/m36wxc

Download Dark Fortress RA
Download Fort Morgan
TX1138

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Oh wow, that's fantastic! I must say Tsumetai, you've been extremely helpful with the whole modelling business. I wouldn't have gotten half as far as I've gotten now without your advice.

http://i177.photobucket.com/albums/w238/TX1138/Red%20Alert%203/Mod%20SDK/Revolution/logo_revolution_440x100.png
Tsumetai



Joined: 2/24/09 10:45:40 PM
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Just a heads up, I updated the MaxScript a little and the tutorial appropriately, so if you've downloaded it before this posting, you may wish to download it again. The code will now auto generate a value for 'Mass' based in the size of the box. You may still wish to arbitrarily edit 'Mass', but this way you wont have to if you feel the default values are fine.
TX1138

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Amazing work Seriously, it's things like these that really keep RA3 modding doable.

http://i177.photobucket.com/albums/w238/TX1138/Red%20Alert%203/Mod%20SDK/Revolution/logo_revolution_440x100.png
 
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