We are the undying legions, you can try to kill us but we will just advance with even more armies and we will never stop coming until you have left this place...
You sure learn fast man! The animations will probably be hard due to the singularity of the weapon (it is rare so few examples to study from).
In the future if this is the kind of work you want to get done, maybe you could help me with some gunners body synchs for Praetorians (and maybe later Tallarn) as it shouldn't be harder then what you have done in this case, especially since it wouldn't need anim work.
Ok you probably created a new whm but need the corresponding whe, so it probably does have the predator anims but doesn't have OE code to use them. A quick way to get 100% certainty of no anims would be to check the whm with FFE and check if there are or not anims in there. Keep in mind also that to reduce on the global file size anims can be xref from the original predator (it can be done at a later point easily through FFE so don't worry about that right now).
If that is the case, for now copy the whe of the regular predator and check how it works ingame except in terms of the turret of course.
Then you will have to make the new anims for the turret, probably asking jONES or Cosmocrat (or anyone else with animation experience) would be helpful on that part.
Don't worry much about object editor coding and things like for now, 3dsmax should provide you significant visual feedback on the anims for you to know when you are ready to move forward.
Yeah probably not my best idea ever. Just one question: did you use vanilla's predator as a base and added all the stuff? Or did you use FoK/PoK version with the gunner and all?
check the anim in the whm is the ones called on in the mton(Whe). If not matching you got the wrong whe for the whm. :P
Also ref anim issues can happen, look at the thunderhawk or eldar buildings. :)
You can see by the eldar supervehicle building in UA with the stones underground. :P
Check no anim in the whe is the not same as the whm.
This requires pen and paper. :P
on another note for the firing fx you can just do up a sequence of shooting from on position.... :P
Attach that fx to the cannon marker for the las twins.
Then it is just a matter of aligning the fx in fx tool, till it looks sweet. :)
The new stuff you put in should turn invisible when the whe works.
Also you can try an XREF in OE.
Remember there could be differences between dow and SS preds.. :)
So the whe could be either. :P DOW isn't always DOW. :P
I could spend a couple of weeks telling you why it pink box. :P
But I should stop there. :P
You sure learn fast man! The animations will probably be hard due to the singularity of the weapon (it is rare so few examples to study from).
In the future if this is the kind of work you want to get done, maybe you could help me with some gunners body synchs for Praetorians (and maybe later Tallarn) as it shouldn't be harder then what you have done in this case, especially since it wouldn't need anim work.
That dozerblade concept outta be used for all SM tanks! Especially the Whirlwind and the Rhino.
Well, i have no idea what's happening as there are NO animations at all! Not even the ones from the original predator :/
Ok you probably created a new whm but need the corresponding whe, so it probably does have the predator anims but doesn't have OE code to use them. A quick way to get 100% certainty of no anims would be to check the whm with FFE and check if there are or not anims in there. Keep in mind also that to reduce on the global file size anims can be xref from the original predator (it can be done at a later point easily through FFE so don't worry about that right now).
There are anims in the .whm file
If that is the case, for now copy the whe of the regular predator and check how it works ingame except in terms of the turret of course.
Then you will have to make the new anims for the turret, probably asking jONES or Cosmocrat (or anyone else with animation experience) would be helpful on that part.
Don't worry much about object editor coding and things like for now, 3dsmax should provide you significant visual feedback on the anims for you to know when you are ready to move forward.
Copying the predator.whe gives me a pink box o' doom
Yeah probably not my best idea ever. Just one question: did you use vanilla's predator as a base and added all the stuff? Or did you use FoK/PoK version with the gunner and all?
Used the normal predator as a base and then added stuff
Check name sync. for files.
check the anim in the whm is the ones called on in the mton(Whe). If not matching you got the wrong whe for the whm. :P
Also ref anim issues can happen, look at the thunderhawk or eldar buildings. :)
You can see by the eldar supervehicle building in UA with the stones underground. :P
Check no anim in the whe is the not same as the whm.
This requires pen and paper. :P
on another note for the firing fx you can just do up a sequence of shooting from on position.... :P
Attach that fx to the cannon marker for the las twins.
Then it is just a matter of aligning the fx in fx tool, till it looks sweet. :)
The new stuff you put in should turn invisible when the whe works.
Also you can try an XREF in OE.
Remember there could be differences between dow and SS preds.. :)
So the whe could be either. :P DOW isn't always DOW. :P
I could spend a couple of weeks telling you why it pink box. :P
But I should stop there. :P
Best indicator is to check the soulstorm pred, broken down between:
dxp2 for the whe.
W40k for the whm.
Or at least it is here. :)
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