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Author Topic: Missile Scout Flame Meshes Are Broken  (Read 777 times)
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TheJamsh
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« on: January 30, 2010, 05:46:48 PM »

Check it out, didnt spot this until i looked really close, but it appears that the missile scouts flame mesh is actually broken. This could really be fixed for a future Public Beta, i would have done it i just don't know how.

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Zero Angel
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« Reply #1 on: January 30, 2010, 06:07:23 PM »

Really? I don't see anything wrong with it.
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TheJamsh
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« Reply #2 on: January 30, 2010, 06:24:35 PM »

The two sides ones, notice that they have triangulated, if you look at it in a model viewer, those side flames are supposed to take up that entire back surface.
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Josiah
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« Reply #3 on: January 30, 2010, 07:18:17 PM »

Quote from: TheJamsh
...i would have done it i just don't know how.

well here ya go...

http://www.bzcommand.com/forum/index.php?topic=67.0
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TheJamsh
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« Reply #4 on: January 30, 2010, 07:32:16 PM »

Tried that, makes no sense to me, AND i cant get models into 3DS
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Josiah
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« Reply #5 on: January 30, 2010, 08:41:43 PM »

Quote from: TheJamsh
Tried that, makes no sense to me, AND i cant get models into 3DS

3DS??? can you export it at all?

if you can export it to .xsi, this is what to do:

- open .xsi model in notepad(or equivalent program)
- search for flame_#__h

Quote from: ivmisl.xsi
      Frame frm-flame_2__h {

         FrameTransformMatrix {
            1.000000,0.000000,0.000000,0.000000,
            0.000000,1.000000,0.000000,0.000000,
            0.000000,0.000000,1.000000,0.000000,
            -0.162018,-0.051987,-1.241797,1.000000;;
         }

         Mesh flame_2__h {
            4;
            -0.127633;-0.214215;0.056827;,
            -0.335231;0.116152;-0.081535;,
            0.054443;0.115387;-0.032120;,
            0.408422;-0.017324;0.056827;;

            2;
            3;0,2,3;,
            3;0,1,2;;

            MeshMaterialList {
               1;
               2;
               0,
               0;

               SI_Material {
                  0.000000;0.500000;1.000000;1.000000;;
                  200.000000;
                  0.500000;0.500000;0.500000;;
                  0.000000;0.000000;0.000000;;
                  0;
                  0.000000;0.000000;0.000000;;
               }
            }
            SI_MeshNormals {
               6;
               0.116974;-0.318473;-0.940687;,
               0.116974;-0.318473;-0.940687;,
               0.116974;-0.318473;-0.940687;,
               0.118604;-0.319247;-0.940220;,
               0.118604;-0.319247;-0.940220;,
               0.118604;-0.319247;-0.940220;;

               2;
               0;3;0,1,2;,
              1;3;3,4,5;;
            }

        }
      }

- this is the important stuff:

            2; <- the # of polygons
            3;0,2,3;, <- polygon #1
            3;0,1,2;;<- polygon #2

- the 3 on each of the polygons is the amount of vertices used in making the actual flame
- the 0,2,3 and 0,1,2 are the vertices
- in whatever 3d modeling program you are using, select the flame_#__h, and view the vertices
- starting with the topmost vertex, write down the ones on the edge going clockwise(w/commas in between, of course)
- minus 1 from each #; e.g. say you had 2,4,3,1 you would get 1,3,2,0
- put it together:

            1; <- you only want 1 polygon per flame (experts disregard)
            4;1,3,2,0;;

- save .xsi

note: when I say topmost, I mean how high it is from 0,0,0...

note: this 'fixed' flame is not for ivmisl.xsi, I just made it up...


when you are really good, you can have vehicles as flames; I made the flanker a total flame, and it was cool, have to find pic...
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TheJamsh
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« Reply #6 on: January 31, 2010, 04:57:48 AM »

I know very very little about modelling outside of threed, so if someone is going to fix it it needs to be someone who can't bodge it. Hell i open up 3DS Max and pretty much break down Tongue

I can't get anything into a 3D program of any kind unless its threed, so really its pointless me trying to fiddle with the verts in notepad for a few hours when someone else could do it Tongue. All the XSI's are available in modders_data for people who want to have a try. Theres a few variants of the missile scout model though remember.

I would be interested in seeing a method that doesn't require a modelling program. Actually im surprised nobody wrote up a quick .exe that does this given all our other strange programs over the years.
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Red Spot
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« Reply #7 on: January 31, 2010, 06:11:20 AM »

I've had the Mscout in Max before ... a long time ago ..
Iirc its cause the flames are lined up to be facing to the rear but the ship itself has a curve where the outside flames are and so the flames end up 1/2way in the ship.
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TheJamsh
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« Reply #8 on: January 31, 2010, 06:33:40 AM »

Not at all, looking at it in threed the flame meshes are far from the curvature on the thrusters. Take a look:

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Red Spot
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« Reply #9 on: January 31, 2010, 07:29:44 AM »

Than irc it incorrect  cool
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Josiah
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« Reply #10 on: January 31, 2010, 08:54:47 AM »

so, you want me to 'fix' it? could probably do it in 10 minutes... not today though, maybe tomorrow...
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TheJamsh
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« Reply #11 on: January 31, 2010, 09:12:02 AM »

Edit: Then again, would be better if done properly.

Yeah go ahead. We only need one fixed version. The values can be copied via notepad to the animation .xsi's and the various mods of it.
« Last Edit: January 31, 2010, 09:31:22 AM by TheJamsh » Logged


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Josiah
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« Reply #12 on: January 31, 2010, 09:37:16 AM »

are you wanting me to fix the flame_#__h to fit the model better, or just the stock .xsi in notepad?
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TheJamsh
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« Reply #13 on: January 31, 2010, 09:49:43 AM »

Fixed 'em:

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Warfreak
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« Reply #14 on: January 31, 2010, 11:36:13 AM »

I've been mentioning this for the longest time.

I haven't checked if the flames were "fixed" before 1.3. I do however suspect when someone "fixed" the models for 1.3 they forgot to fix the flames.
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