Uh great tips the303...
You're right in every capacity. I'm somewhat rusty by now as I haven't touched blender in a while but these tips of yours should get me back on track.
I will let you know of my progress thanks.
$modelname "e135Heli.mdl"As you can see very simple and only 1 hitbox kHED (bone?) is defined here.
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
//reference mesh(es)
$body "body" "s1"
$body "body" "s2"
// 1 hit box(es)
$hbox 0 "kHED" -211.500000 -220.520004 0.000000 291.369995 222.509995 148.380005
// 1 animation sequence(s)
$sequence "seq" "seq" fps 30 loop ACT_IDLE 1
$sequence "rotors_on" "rotors_on" fps 30 loop
$sequence "top_rotor" "top_rotor" fps 50 loop
// End of QC script.
version 1As you can see it shows only "rotor_rear" up there and I don't even have a clue what "blender_implicit" is supposed to be. Normally it should list the bones "body", "rotor_top" "rotor_rear" in it as I had all 3 separate key frames and the 2 rotation sequences added in "rotors_on" through the Action Editor. But it looks as it just took the rotor_rear animation sequence while exporting I don't understand it.
nodes
0 "blender_implicit" -1
1 "rotor_rear" -1
end
skeleton
time 0
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -0.000000 0.000000
time 1
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -0.000000 0.000000
time 2
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 1.047198 -0.000000
time 3
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 2.094395 0.000000
time 4
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 -3.141593 -0.000000
time 5
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 -2.094395 -0.000000
time 6
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -1.047198 0.000000
end
In the latter case, you'll have to assign the blade vertices to a bone that represents the rotor axis, then attach a bone controller that can move the rotors.Yes that's what I did. My problem is that I can't get the angular right as the blades don't rotate smooth but instead look as if they had a buckled wheel to throw in a comparison with a bicycle.
@PointClass base(Monster,TalkMonster, Sequence) size(-16 -16 0, 16 16 72) studio("models/barney.mdl") = monster_barney : "Barney" [Search for a line that looks similar to the one I just posted. It defines Barney as button within the Editor so that you can select and place him inside your maps.
studio("models/barney.mdl") = monster_barney : "Barney"The studio line links to the actual model which allows you to see it inside your map editor. You will have to do that manually for every single model that's only displayed as block in your editor. Make sure you link to the correct models when doing that. And make a backup of your .FDG file before messing with it just in case you mess things up.