Tag problem.. I think


(twt_thunder) #1

Hey again dudes,

I got another wierd problem with these weapons of mine…
I have made an G36 with grenade launcher…
and in 1st person the grenade is in the tube:


but when i check 3rd person view it is not…


you see it in the back of weapon…

I guess this is something of a tag problem… but i never really understood those mf…
should tags “point” with the peak towards each other or what… its triangles in milkshape

ischbinz or somebody help!!!


(eQuilibrium) #2

Nice weapon you’ve made!

You should have a tag called tag_prj on your thirdperson model placed on the guns muzzle (in your case, the tube launcher). This bit is hardcoded, but it’s designed to attach the riflenade to the prj tag :slight_smile:

  	// the grenade - have to always enabled it, no means of telling if another person has a grenade loaded or not atm :/
  	//if( cg.snap->ps.weaponstate != WEAPON_FIRING && cg.snap->ps.weaponstate != WEAPON_RELOADING ) {
  	if( weaponNum == WP_M7 /*|| weaponNum == WP_CARBINE*/ ) {
  		barrel.hModel = weapon->missileModel;
  		CG_PositionEntityOnTag( &barrel, &barrel, "tag_prj", 0, NULL);
  		CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups, ps, cent );

As the code also specifies, the riflenade models are specified through the missileModel in the .weap file.


(twt_thunder) #3

[QUOTE=eQuilibrium;403023]Nice weapon you’ve made!

You should have a tag called tag_prj on your thirdperson model placed on the guns muzzle (in your case, the tube launcher). This bit is hardcoded, but it’s designed to attach the riflenade to the prj tag :slight_smile:

As the code also specifies, the riflenade models are specified through the missileModel in the .weap file.[/QUOTE]

thanx for reply…
you answeared some of my question… but about the tags as they are triangles in milkshape: Do they need to “point” towards each other to work or doesn’t it matter? because I know that sometimes the tag flash shows the wrong way on 3rd_person and i I have to rotate it to make it right.

greetz Thunder


(twt_thunder) #4

found something at misfit model 3d :

Tags

Quake 3 uses tags to join models to each other. MM3D loads tags as points, so if you want to create a tag make a Point (more details about points). The point name should be whatever you want the name of the tag to be. The red axis of the tag is forward, the blue axis of the tag is up, and the green axis of the tag is left. For example you want the red side of that tag to face front for tag_weapon.

The MD3 orientation for tags is not the default orientation for MM3D points, so you must rotate any points you create into the correct orientation

Maybe the same in milkshape… I will try


(eQuilibrium) #5

[QUOTE=thunderpwn;403061]thanx for reply…
you answeared some of my question… but about the tags as they are triangles in milkshape:Do they need to “point” towards each other to work or doesn’t it matter? because I know that sometimes the tag flash shows the wrong way on 3rd_person and i I have to rotate it to make it right.

greetz Thunder[/QUOTE]

You’re welcome :slight_smile:

About the tags, for me it’s always just been trial and error. Keep on trying different angles until it works properly, perhaps someone else knows.

EDIT: posted this before seeing your new post

That would make good sense. Red being the X value, Green being Y value and blue being Z value. Just like the cg_gun* CVARs that can be used to move the weapon around in the first person view.


(AlphaRed12) #6

This should help: http://chumbalum.swissquake.ch/ms3d/tutorials/q3a/

Create a triangle, which looks like in the screenshot on the left. It is a right triangle with different sides. The longer right side looks into +Z direction and the shortest side looks into -X direction.

Can’t say I’ve ever had to use actual triangles though since I’ve used both Blender and MM3D which use empties and points, respectively, instead of a right-angle triangle. Also remember that you have to name it “tag_XXX” or else the export won’t recognize that it’s a tag and will just think it’s a random triangle.


(twt_thunder) #7

[QUOTE=AlphaRed12;403079]This should help: http://chumbalum.swissquake.ch/ms3d/tutorials/q3a/

Can’t say I’ve ever had to use actual triangles though since I’ve used both Blender and MM3D which use empties and points, respectively, instead of a right-angle triangle. Also remember that you have to name it “tag_XXX” or else the export won’t recognize that it’s a tag and will just think it’s a random triangle.[/QUOTE]

Thanx a lot, this explaination is exactly what I have been looking for. Just never found it. Thanx a million time :smiley:

[QUOTE=eQuilibrium;403063]You’re welcome :slight_smile:

About the tags, for me it’s always just been trial and error. Keep on trying different angles until it works properly, perhaps someone else knows.

EDIT: posted this before seeing your new post

That would make good sense. Red being the X value, Green being Y value and blue being Z value. Just like the cg_gun* CVARs that can be used to move the weapon around in the first person view.[/QUOTE]

alphared12 have found the right one here so we dont need to try and error, but thanx for all support :smiley:


(twt_thunder) #8

[QUOTE=eQuilibrium;403023]Nice weapon you’ve made!

You should have a tag called tag_prj on your thirdperson model placed on the guns muzzle (in your case, the tube launcher). This bit is hardcoded, but it’s designed to attach the riflenade to the prj tag :slight_smile: [/QUOTE]

it is tag_scope… and still i cant get it right… but now atleast it disapeared so its ok :smiley:

and a little tip about lithunwrap and md3’s: you can convert tags to triangles when importing md3 to lithunwrap and the save it as a ms3d file…
then you got the tags right…


(eQuilibrium) #9

[QUOTE=thunderpwn;403150]it is tag_scope… and still i cant get it right… but now atleast it disapeared so its ok :smiley:

and a little tip about lithunwrap and md3’s: you can convert tags to triangles when importing md3 to lithunwrap and the save it as a ms3d file…
then you got the tags right…[/QUOTE]

I actually posted it as tag_scope at first but then I started doubting lol

And thanks, this is going to save quite a bit of time! :slight_smile: