Q: Is it safe to assume that most of the weapons have the same 'mount points' for the characters hands? I see in the Double Axe reference file there are two nodes called b_weapon_handle and b_weapon_root.. but in there Dane Axe reference file these nodes don't exist. Thanks! A: I re-uploaded file for the Dane Axe to now…
And yet another question... Is there a wikipage for setting up the Crossbow rig? I have no idea how you guys set up this rig (what is skinned to what in the example mesh? Smooth or rigid binding?) Do I just rigid bind the whole thing to the root node? I got it in to the editor, but I am almost certain that I rigged it…
If you want it to happen on the map you need to first set the pose by manually entering in the values from the animset editor into the properties of the mesh (double click the character in the main editor window, not the content browser) then once the pose is set attach the weapons/helms by turning on socket snap mode then…
Yeah, the characters are not to scale. They are about 4 feet high, so you'll have to scale your weapons down, or better yet, import one of the items you want to create, and compare sizes. Compensate for symmetry and mesh position too. The characters aren't based on real world units, their size is correct to game scale -…
I've seen the tracers. Side note for anybody playing the game: type aoc_drawtracer 1 in the console. It's a good training tool and it looks pretty cool. Would it be possible to make a new set of bones (and presumably parry boxes) then? Is there some documentation I should look for? A: It is not possible to add new parry…
I'm having some issues once I get my weapon in the editor. My specular map seems to be amplified considerably even though the values I used match the reference weapon very closely. Second; after loading my weapon on the workshop I cannot subscribe to it to test it in game - what gives? A: there is a specular map parameter…