Author Topic: Argh!!!! Initial State woes.....  (Read 322 times)

Legacy_Tiberius_Morguhn

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Argh!!!! Initial State woes.....
« on: February 11, 2012, 02:06:22 am »


               Okay, I noticed this on crates that I had released in More TNO Placeables, now its also present in the Armoire's, Barrels, chests, etc.  Most any container type object.

First off, the objects work fine in game.  Animations for open/close/open2close/close2open all work fine for all the object types.  The problem is in the toolset.  Specifically the 'Initial State' settings.  Setting the intial state to 'Opened' works for all the object types exactly as exported from NWmax.  However, trying to set the initial state back to 'Default' or 'Closed' does not work in the toolset - it still shows in the toolset as opened.  To work around it, I went back and copied the exact animation sequence (the crates for example) with node renames only and the toolset functionality returned.  Again, nothing was broken in game.  Just an annoyance in the toolset.

I also noticed NWmax in the animation sections will selectively change 'node dummy' to 'node trimesh' for some objects and changes 'node dummy' to 'node pwk' for the walkmesh object (again only in the animation sequences).  I tried changing these back to 'node dummy' but that didn't fix it. 

Kind of scratching head on this one?  Is there a bug in NWmax that buggers up whatever the initial state portion of the toolset looks at?  Anyone else have this issue?

Its fixable just by cussing -n- pasting the original animation sequence since the model are mainly retextures, but annoying.   Would be interested to hear some animation experts chime in.  Thanks.
':blush:'
               
               

               
            

Legacy_Borden Haelven

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Argh!!!! Initial State woes.....
« Reply #1 on: February 11, 2012, 02:14:34 am »


               I believe it's only in the toolset. If you right click the chest and click properties then close the properties box it should revert.
               
               

               
            

Legacy_Tiberius_Morguhn

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Argh!!!! Initial State woes.....
« Reply #2 on: February 11, 2012, 04:31:04 am »


               Yes, I have found the behavior only in the toolset.  Whatever state you set will appear correct in game.  Oddly, I can put the original animations back on the cloned object and it will behave in the toolset once more.

And another insight - the buried chest placeable that comes with the 1.69 patch was made using NWmax rather than having the MAXMODEL tag using Bioware tools.  This "official" chest model has the same problems - chaging initial state to closed then back to opened leaves the chest appearance as opened in the toolset (in game is fine).  So what is NWmax messing up to cause this???

# Exported from NWmax 0.8 b59 at 11/15/2005 6:15:01 PM
# mdl file
#
#NWmax MODEL ASCII
# model: PLC_ChestB
#local file: D:\\Work\\placeables\\plc_chest.max