sunwave Posted Friday at 10:51 PM Posted Friday at 10:51 PM (edited) I'm wondering if anyone who has done work on the client has a solution for some weapons looking absolutely giant? I think the client is supposed to scale these down, but I haven't been able to figure out the function for it. Hope someone can point me in the right direction! Findings: Weapon 410301 (looks normal): Stored bbox = (468 x 161 x 3184), but actual vertices = (9 x 126 x 18). The vertices were pre-scaled down during the 3ds max export. The stored bbox reflects the original model dimensions before transformation. Weapon 410000 (looks giant): Stored bbox = (70 x 359 x 18), and actual vertices = (70 x 359 x 18). The vertices were NOT pre-scaled — they're at the original authoring size. weapons.mp4 Edited Friday at 10:57 PM by sunwave Added details Quote
Omicron Posted Saturday at 11:05 AM Posted Saturday at 11:05 AM (edited) There is a transformation matrix in the c3 file telling what the correct size has to be. Once you apply that, you get the correct weapon sizing. Another tip, you need to multiply Edited Saturday at 11:12 AM by Omicron Quote
sunwave Posted Sunday at 03:47 AM Author Posted Sunday at 03:47 AM I found the solution! The secret is the weapon's own MOTI keyframe matrix. Specifically the frame-0 bone-0 matrix from the weapon's C3 animation data. In the original Conquer Online engine, Phy_Calculate applies this transform at runtime: finalVertex = rawVertex × InitMatrix × keyframe × lpMotion->matrix The weapon's MOTI keyframe is the middle keyframe term. It's baked into each weapon's C3 file and contains the scale/rotation needed to bring the raw model-space vertices to the correct in-game proportions. Quote
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