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[plugin] [tut/info] Bones and Markers IFP *updated!*

Posted: Tue Apr 18, 2006 9:48 pm
by n64nerd
I've been fooling around with different values in the modes of objects (mainly vehicles), and so far I've been able to understand a great deal about both bones and markers. The file below is an updated ifp plugin for insolence that allows you to change the correct values for the x,y,and z coordinates of markers and bones. If you give me a few more days, I will possibly be able to find the yaw,pitch,and roll of the bones and markers, but it seems as if Doom has already posted his up.

Markers and bones have been a bit of a mystery for a while, and I'd like to clear a few things up. Bones are the visual aspect of certain parts of a model, i.e. where the wheels of the warthog look like they are. It seems that with all vehicles besides the warthog, bones are only the visual part of the model. The warthog is the only vehicle I know who's chassis actually interacts with the sbsp. For all others, including the ghost and scorpion, it's nothing more than a pretty picture. I will explain the difference below.

Markers are a bit trickier. Markers are how the object reacts to everything else, and where an effect is placed on a vehicle, etc. They work on what you can't see. I believe it was Snaku who originally posted on how the markers affect the physics of the model. Markers tell where everything from hull damage effects to seat placement to wheel effects are.

I've figured out why I've had so much trouble making a monster truck warthog: the ability to drive is in the bone for the hull of the warthog. Like how you can't drive around the HEV (big crashed thing) in Relic, you can't drive the warthog without the chassis on the ground. I believe this is also why it is the only vehicle whose hull reacts to the sbsp. It also explains why there is no hull marker in the marker section.

I've now placed the tutorials in a .rar below. Everything from making a wraith float higher to making a monster truck spectre is included.

Please tell me if I've said anything wrong; and thanks for reading. Here's the plugin:

Posted: Tue Apr 18, 2006 9:54 pm
by P8ntballer24
Cool!

Posted: Tue Apr 18, 2006 9:58 pm
by DoomeDD To DeatHH
Holy crap nice work!

Posted: Tue Apr 18, 2006 10:35 pm
by neodos
:D
Cool, testing right now, if i get something freaky i will take some screenshots.

Posted: Tue Apr 18, 2006 11:52 pm
by Juniorman030790
Oh schweet! Cool stuff seems to be coming out a lot lately! Keep it comin y'all!

Posted: Wed Apr 19, 2006 12:45 am
by ScottyGEE
Wow, that is some nice research from you, n64 and it was a great read. How long did you spend researching this?

Posted: Wed Apr 19, 2006 1:04 am
by Doom
, I have a plugin for moving markers and bones for the team I am on. I wasent expecting on releasing it either. It really isnt that hard to do this, just gotta change the undefined in insolence to a float. This is also my expertice, I have been researching this for about a month. The first Person I ever told about this was snaku, then I told xzodia and dazzajay eventually once I joined the team. :wink:

Also the plugin for the team I am on TLM has more features then this, it has xyz yaw pitch roll for markers, xyz yaw pitch roll for bones. and also some values to move only the specific bone you chose and not the children attached to it...

I might as well release it now...

Would you put it in your first post if I did =P otherwise most people probaly wont see it...

-Doom

Posted: Wed Apr 19, 2006 1:39 am
by xenowisp
does this mean i can finally make a monster truck and have the wheels spin right??

Posted: Wed Apr 19, 2006 1:54 am
by ScottyGEE
Doom wrote:I have a plugin for moving markers and bones for the team I am on. I wasent expecting on releasing it either. It really isnt that hard to do this, just gotta change the undefined in insolence to a float. This is also my expertice, I have been researching this for about a month. The first Person I ever told about this was snaku, then I told xzodia and dazzajay eventually once I joined the team. :wink:

Also the plugin for the team I am on TLM has more features then this, it has xyz yaw pitch roll for markers, xyz yaw pitch roll for bones. and also some values to move only the specific bone you chose and not the children attached to it...

I might as well release it now...

Would you put it in your first post if I did =P otherwise most people probaly wont see it...

-Doom
Nice way of saying "hey look I did this first I want the credit for it and oh it was like hidden in our team which makes our team so kool. It wasnt hard for us either coz like our kool factor makes us quick..."
Make your own post instead.

Posted: Wed Apr 19, 2006 2:10 am
by Juniorman030790
Yeah, It's pretty mean to be able to do something cool and then not share the cool. I mean c'mon. It can't be cool If no one can use the cool. Make your own thread just releasing it. No need to be arrogant.

Posted: Wed Apr 19, 2006 4:12 am
by DoorM4n
ScottyGEE wrote:
Nice way of saying "hey look I did this first I want the credit for it and oh it was like hidden in our team which makes our team so kool. It wasnt hard for us either coz like our kool factor makes us quick..."
Make your own post instead.
Indeed, btw n64, great job. Not many people (specially me) don't have the time to research little things like this and when people do it, it just amkes life a lot easier. Thanks and good luck on your other advances! :)

Posted: Wed Apr 19, 2006 5:29 am
by xbox7887
TheTyckoMan already released a model plugin to modify markers long ago but nice work nontheless.

Posted: Wed Apr 19, 2006 7:19 am
by Snaku
I hated keeping the stuff secret anyway. Nice job figuring it out, n64. Think I saw a post from you asking about this stuff once, but I'd been sworn to secrecy. Glad it worked out for you, and I hope you find the other values or take Doom up on his offer.
By the way, it's worth noting that, while the bones do interact with the bsp, it's purely cosmetic. Like, if you break off the wheels of the hog, it still drives normally (even kicks up dirt--must be from the markers) but looks like it's floating. I once nulled out the markers for the rear tires and it caused the hog to sit on its suspension stumps with the wheels sinking into the ground. It also made the ride very squirrely.
I didn't know that about the ghost, though--the part about the markers going below the bsp. That's interesting.

Posted: Wed Apr 19, 2006 12:44 pm
by xzodia
to add to what snaku, when I saw your post asking about moving bones I have to admit I didnt expect much to come of it :P so I guess thats my problem :wink: and good job on working it out on your own :D If anything its better this way...you got the thrill of discovering it and the community gets a new plugin with lots of possiblitys 8) on a final note ive been scouting new talent to join TLM so drop me a pm if your interested :wink:

Posted: Wed Apr 19, 2006 2:49 pm
by n64nerd
ScottyGEE wrote:Wow, that is some nice research from you, n64 and it was a great read. How long did you spend researching this?
Well, it's been around a month of just interest and inquiry, but really the last 6 days have been the brunt of the work. I'd be lying if I said I wasn't staying up until 3:00 on some nights, modding and testing and retesting. The actual finding the values wasn't all that hard, but understanding them and deciding on which was which became tricky. The whole point is to just dive in and start modifying numbers one by one until you get something that happens.
Juniorman030790 wrote:Yeah, It's pretty mean to be able to do something cool and then not share the cool. I mean c'mon. It can't be cool If no one can use the cool. Make your own thread just releasing it. No need to be arrogant.
Definitely. I believe in a share-the-intellect policy. If I figure it out, everyone figures it out. The whole reason to mod Halo is to make the expreience more enjoyable for everyone involved. If no one shared their findings, we would have never gotten anywhere in the first place. If no one shares their findings now, we will never get any farther.

Posted: Wed Apr 19, 2006 2:59 pm
by Capta1n_Insan1ty
getting back on topic nice work man! :D