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Help with fixing giant weapons


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Posted (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.

Edited by sunwave
Added details
Posted (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 by Omicron
Posted

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.

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