Author Topic: Animation Help Requested: KVFr Margay  (Read 5874 times)

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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
ok, one thing that just jumped out at me, the names you gave to the subobjects in the model, are $docking arm-0 and $docking arm-1 respectively, I don't think the '$' character is illegal, but I wouldn't trust that, regardless the name in the model and the table do not match, one of the  two needs to be changed to match the other, I would recommend changing the name in the model.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
ok, after you fix the names in the model, this should get you what you want

Code: [Select]
$Subsystem: docking arm-0, 30, 5.0
$animation: triggered
$type: docking
+delay: 0
+relative_angle: 0,30,0
+velocity: 0,10,0
+acceleration: 0,15,0
+time: 2000
$animation: triggered
$type: docked
+delay: 0
+relative_angle: 0,-30,0
+velocity: 0,15,0
+acceleration: 0,5,0
+time: 2000
$Subsystem: docking arm-1, 30, 5.0
$animation: triggered
$type: docking
+delay: 0
+relative_angle: 0,-30,0
+velocity: 0,10,0
+acceleration: 0,15,0
+time: 2000
$animation: triggered
$type: docked
+delay: 0
+relative_angle: 0,30,0
+velocity: 0,15,0
+acceleration: 0,5,0
+time: 2000

also here is another build, I made some tweaks to the docking related animation code, that should help make it look better... or lock the game up horribly, one or the other.
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_1-5-07.zip
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay


I've tried various permutations of the docking arm name, with underscores and the like, but none of them work. I even tried "darm00" once, thinking that since both "dock" and "arm" have special recognized properties (for dockpoints and turret barrels, specifically), mebbe that was throwing it off... not so.

Now I get these errors in "fs.log" although I don't get a popup about it.
Code: [Select]
Warning: Ignoring unrecognized subsystem docking_arm00, believed to be in ship kvfr_margay.pof
Warning: Ignoring unrecognized subsystem docking_arm01, believed to be in ship kvfr_margay.pof

Sheesh. And I'm the only one in a year who's thought to try using docking anims? o.O; Peculiar.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
ok, I was using this model, with a table using the section I posted above an it was working, that thruster error may have come from something other than this model, as this model has neither thrusters nor subsystems

I added a slightly more descriptive and potentially informative error message in this build
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_1-5-07a.zip
it will at least confirm that it is this model causing the error.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
so, d'ja get it work'n?
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Haven't tested yet... needed a brief break from the aggrivation and disappointment. I'll get to it sometime later today or maybe tomorrow.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
well despite my internet only working five minutes out of an hour for the last two days, you've got the guy who wrote the code deperately trying to help you right now... ...
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
News:
The standard FS2_Open build (3_6_9) runs okay, and the Margay [does] dock. Arm systems are targetable/destroyable, and everything appears to check out. Of course, the arm [animations] don't work, but you said that build had the docking-anim code disabled, so...

The last build you sent- 07a -crashes without any error after launching the mission. At first I thought it might be due to the Tigris model, as I was getting a lot of errors from it, but removing the Tigris from the test mission didn't fix the crashing. FS2.log doesn't reveal any glaring errors, and I don't get the WARNING:Ignorning Subsystem thing this time.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
could you post the log (as an atachment)?
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Log, as requested. The errors about thruster04/N/Na etc. are inconsequential, relating to thruster glows for the Kh'aj and Naga entries- I haven't finished those just yet, but they shouldn't crash the game... o.o;

[attachment deleted by admin]
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
ok, so does it crash right when loading is done or when you hit the commit button to start playing after the breifing?
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DEUTERONOMY 22:11
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
try makeing a mission with just it and the player ship in it.
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
It crashes after "loading" the actual game area- that is, I load up my mission, go through briefing etc, and when I hit "Commit" again, it gives me an illegal op and crashes. It was doing the same thing before, except before it also provided that third error screen, and would crash after "OK." Cancel, of course, simply closed Freespace.

The test mission right now contains Alpha 1, a Margay and the A17t it's assigned to dock with, and various enemies delayed 60-sec plus (so I can watch the docking). The various enemies are all FS2 stock, so they shouldn't be presenting a problem.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
well I don't get how the exact table and pof can work perfictly on my machine and crash in such an unhelpfulmaner on yours.


...try running in D3D...
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
D3D didn't fix - it still crashes. The mission loads up to the "Commit" (enter game) bit, freezes (indicated by a sudden looping of the soundtrack), and then crashes. This was on the last build you sent me, btw...
The Mission itself was Alpha 1 in an Erinyes, with an MO to simply wait for the Margay to dock with the container. That's it.

Perhaps the error lies in the most recent model build? Test this package on your machine and see if maybe I fragged my own model at some point? If the old variant works for you and this one doesn't... Anyways, this is [everything] I have on the Margay - I've adjusted the table a little so that it reads Terran and uses Terran wepons (five PromR turrets), but both this and the included A17t are otherwise identical to what I've been using. Even threw in some low-res variants of the textures- ironically, I guess this makes the closest thing to a Release I've done yet.  :rolleyes:

[attachment deleted by admin]
« Last Edit: January 09, 2007, 01:44:09 am by Kieve »
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
that ran fine for me...  :wtf: there were a handfull of missing textures, that's the only thing diferent, well that and the fact that I have just these files in it's own mod.

...
ok, I just spent a whole bunch of time trying to get my code up to date with CVS, maybe that will help.

http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_1-9-07.zip
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DEUTERONOMY 22:11
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
ok, to make sure we have eleminated as many posable sources for the crash as posable, lets make sure we are useing the exact same data. would it be posable for you to turn off your current working mod? this should be easy if you have it in a mod folder (just drop the comand line). I want you to get it so only retail data is getting loaded, and then use the atached mod, it's exactly what I have right now, includeing a test mission

[attachment deleted by admin]
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DEUTERONOMY 22:11
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
Affirmative. I'll run this ASAP and get back to you.
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Offline Kieve

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Re: Animation Help Requested: KVFr Margay
VICTORY! I had to alter the mission you sent so that the Margay had [orders] to dock with the cargo, but it worked. Beautifully. Thank you. ^.^

Now... question is, will [everyone] now need a new build of FS2 to run the Margay? o.O;

Also, point of interest: every time I [quit] the new build, it crashes with no error... just Illegal Op. But everything else runs ok.
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Offline Bobboau

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Re: Animation Help Requested: KVFr Margay
if you are useing D3D that's normal.

well untill I commit these changes only my builds will have this, you may have to wait untill after the next release to use an offical build. if you are looking to make one big mod, then this shouldn't be too bad a problem as there will probly be another release before you get totaly done.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together