Author Topic: tilefade question  (Read 460 times)

Legacy_Shadooow

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tilefade question
« on: March 29, 2011, 06:11:54 pm »


               I tried to alter DLA Canopies to allow tilefade. Some tiles worked well, I was able to find the needed models in model without 3D modelling program and then just add line tilefade 1 or change from 0 to 1.

However it didn't worked in all of them. Even if I set the tilefade to 1 some canopies refused to fade. And I am sure I modified the proper node, cos if I deleted that node the canopy had gone completely. I tried to play with other lines but without success.

I guess there are some conditionals when this works?
               
               

               
            

Legacy__six

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tilefade question
« Reply #1 on: March 29, 2011, 06:33:36 pm »


               Off the top of my head, I think nodes linked to the tile's "...a" dummy will not tilefade. So you'll need to reparent them to the aurorabase instead.
               
               

               
            

Legacy_Zwerkules

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tilefade question
« Reply #2 on: March 29, 2011, 06:46:14 pm »


               Six is right. Everything that is linked to the animation dummy will not tilefade. You can check in-game if something is linked to the animation node by typing ##DebugMode=1 and ##renderaabb 1 in the
'chat window' (whatever that thingy is called '<img'>). This will render the walkmeshes instead of the models, but everything linked to the animation dummy will still be rendered.

You can reparent those nodes to the aurorabase with a texteditor, but you got to make sure that you also change the parent of those in all the animation information if there are animations for that tile.
               
               

               
            

Legacy_Shadooow

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tilefade question
« Reply #3 on: March 29, 2011, 06:55:48 pm »


               thanks, will try that
               
               

               
            

Legacy_Shadooow

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tilefade question
« Reply #4 on: March 29, 2011, 09:08:02 pm »


               ok was able to get it working when I chaged parent to ttf01_o01_01 instead of ttf01_o01_01a

just curious what to do with ttf01_o01_01a now, keep it? There is some color defined so Im not sure...

node dummy ttf01_o01_01a
  parent ttf01_o01_01
  position 0 0 0
  orientation 0 0 0 0
  wirecolor 0.882813 0.882813 0.882813
endnode


               
               

               
            

Legacy_Zwerkules

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tilefade question
« Reply #5 on: March 29, 2011, 09:14:28 pm »


               Check the file for any occurences of 'parent ttf01_o01_01a'. If there are none left, you can savely remove the animation node.
The wirecolor information is not for the game, it is just used by the 3d modelling software.
               
               

               
            

Legacy_Bannor Bloodfist

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tilefade question
« Reply #6 on: March 29, 2011, 11:36:29 pm »


               Having the empty node in there won't hurt or affect anything at all.

Typically, the animation dummy is also used to allow things like the grassrim objects to render properly.  Anything with an alpha texture, a splotch type texture also needs the animation dummy as parent so it can render as an alpha instead of as a solid object.

As Zwerkules said, if ANYTHING else is attached, then you don't want to delete it.  

Since it does not use any real processing power to have that animation dummy in the mdl, best bet is to just leave it alone.