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Posts from МОД: Клинок Армагеддона / Armageddon's Blade Auto-translation in progress

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#516
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It does look pretty cool. What’s the problem with the attachment? The sword is right there.
С уважением, }{0TT@6bI4
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#517
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}{0TT@6bI4
It actually looks pretty cool. What's the problem with the attachment? The sword is right there.
The problem is that the model moves without the sword; the sword remains stationary.

I don't know what I'm doing wrong; my knowledge of model instances, particle instances, and similar concepts is too limited...

Could you take a look and see if you can spot what I'm doing wrong:

P.S. Twitch will delete the video in 14 days.

https://www.twitch.tv/videos/1171727929

Video above.
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#518
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Ceptum scriptum. Or maybe I just don't know how to use Twitch, or it's really a... bad resource. You can't rewind, you can't add it to your favorites, and they even delete it.

I won't have time to watch a 4-hour stream, although I have some assumptions about the cause of the problem.
1. Did you create the effect in the Effect graph in Shared? If so, the reason has been found; if not, then...
2. Have you tried not specifying a number in GlueToBone, but leaving it at 0; and leaving the name in GlueToNamedBone? When I was modifying Nicolas's head, this happened. If that doesn't help, then my assumptions are over, although in my next vacation (in November smile35) I will be able to dedicate a lot of my amateur time to this issue.

Post scriptum. Could you briefly describe in text what and where you added, if it's not too much trouble?
С уважением, }{0TT@6bI4
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#519
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}{0TT@6bI4
Ceptum scriptum. Either I don't know how to use Twitch, or it's a really... bad resource. You can't rewind, you can't add it to your collection, and they even delete it.

I won't have time to watch a 4-hour stream, although I have some assumptions about the cause of the problem.
1. Did you create the effect in the Effect field in Shared? If so, the cause has been found; if not, then...
2. Have you tried leaving 0 in GlueToBone instead of specifying a number, and leaving the name in GlueToNamedBone? I had this happen when I was modifying Nicolaus's head. If that doesn't help, then my assumptions are exhausted, although during my next vacation (in November smile35) I will be able to dedicate a lot of my amateur time to this issue.

Post scriptum. If it's not too much trouble, could you briefly describe in text what and where you added?

1. Yes, I created the effect in the Effect field in Shared.

I'll send some pictures now.













P.S. I tried both 0 and 1 in GlueBone for testing (but in the end, I left 0 because the spectral dragons have their eyes set to 0).
In GlueToNamedBone, I entered the bone R_Sword and then also Chest for testing. Don't be shy
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#521
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fktifzobr@mail.ru
image 2 - you are adding the effect to the object on the map, not to the animations, which is why the sword doesn't attach.

How should it be done correctly?
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#524
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Hello, Waterfall. You have GlueBone set to 0, it should be 1. Literally, "glue to bone," in such variables with 0 and 1, the game usually reads zero as false - incorrect, and 1 as true - correct. Therefore, GlueBone 1 is read as "glue to bone - correct." If some creature you were looking at had GlueToBone set to 0, it means that the effect of that creature is not attached to the bone. Necrodrakes seem to have this issue; it looks like the eyes are hanging on the skull's bone, but in reality, they simply move independently, just like the skull. But I'm not sure. Good luck with the mod; it's great to see that you're not abandoning it!
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#525
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Okay, I don't know at what stage it happened, but I managed to attach my sword to the sword's bone... BUT for some reason, it turned inside out relative to how I loaded it.
Attempts to rotate it through trial and error were successful (but not very well).

I really hate this rotation system... why didn't they make it in 360 degrees... I don't know how to rotate them properly (Khotabych sent me data, but it doesn't help). Trial and error is just psychological torture... which doesn't even lead to success.


If you change the Rotation, it usually either becomes huge... or disappears (apparently, it becomes too huge) or who knows.


In short, there's a breakthrough, but the result is bad... and it's not clear how to achieve a normal result. But it hits as planned, with both swords (it's just that I can't configure the second one).

Added 5 minutes ago
zahar0z

Hey Waterfall. You have GlueBone set to 0, it should be 1.
Literally, "glue to the bone," in such variables with 0 and 1, the game usually reads zero as false - incorrect, and 1 as true - correct.
Therefore, GlueBone 1 is read as "glue to the bone - correct."

Added 2 minutes ago
If some creature you were looking at had GlueToBone set to 0, it means that the effect of that creature is not attached to the bone. Necrodrakes seem to have this issue; it looks like the eyes are hanging on the skull's bone, but in reality, they just move on their own like the skull. But I'm not sure.

Added 30 seconds ago
Good luck with the mod, it's great to see that you're not abandoning it!

1) Thanks, 1 worked.

2) I understand that the eyes of Necrodrakes are attached to the skull, and I made similar eyes for the Inferno Horses.

3) Yes, as long as there are people to play the mod with, there's a desire to continue, improve, and refine the small details.
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#527
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fktifzobr@mail.ru
I haven't been rotating anything for a long time – I edit all the models in Maya, save them, and import them again.

Our Polish friends like to rotate objects in 3D space; it's not particularly difficult, but it's more efficient to do it in the editor!
С уважением, Psatkha (Псатха)

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#528
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psatkha
Polish players like to rotate objects in 3D space; it's not particularly complex, but it's more efficient to do it in the editor!
Well, yes, in principle – it's simply faster to rotate in the editor than to import the model again, but if you don't have the skill, it's easier in Maya.
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#529
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Sorry, **Waterfall**, I had to leave yesterday on business. There's a strange thing with the rotation; so far, the only thing I've been able to figure out through experimentation is: z/x/y = 1; w = 0 — rotation by 180 degrees z/x/y = 0.707, w = 0.707 — rotation by 90 degrees (rotation by 270 is a rotation by -90 degrees). When rotating around one axis, the values obviously lie within the corresponding ranges, e.g., 0.8, w=0.8. I haven't been able to get any data for rotating around several axes at once; if anyone knows and is willing to share, I would be very grateful.
С уважением, }{0TT@6bI4
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