Stan_The_Thief on 21/12/2007 at 05:14
I'm talking about the Hammer swordsman model from the HMDK: "hamswd".
It appears as though the physical "sword" part of this model is misaligned, resulting in the AI causing no damage to the player, the sword part just going through the player model as if the sword is not physical.
Only when the AI is very close can he inflict damage, and even then it appears as though he is hitting with the hilt, not with the sword itself.
So I wanted to ask anybody who can modify AI meshes to help fix this problem and to submit the corrected "hamswd.bin" and "hamswd.cal" files for this model of HMDK. Thanks.
-- Stan
Yandros on 21/12/2007 at 11:38
I believe (and I'm no expert on this) that meshes with weapons need the finger joint at or near the tip of the weapon in order to deal damage properly. It may be this mesh has its finger joint on the hand. And it isn't just the HMDK affected if this bug is legit, it will also be DEDx as I took the mesh from there IIRC. If an experienced mesh editor can look at this and fix it if it's for real, I'd appreciate it, and will roll it into the upcoming update of the HMDK.
Nameless Voice on 21/12/2007 at 14:53
Now without the .e or .3ds file.
Yandros on 21/12/2007 at 15:43
Can't you use Shadowspawn's tools to go from bin to 3ds, even with a mesh?
R Soul on 21/12/2007 at 15:46
I tried that but the resulting files were empty.
But I think the mesh from dedx was just a reskinned hamsol01 with the weapon changed. hamsol01 is from Thief2 and thus there is an .e file in mesh.crf
Of course the joints are in the right place for that, but may Rob moved them thinking they were wrong.
Nameless Voice on 21/12/2007 at 16:16
Quote Posted by Yandros
Can't you use Shadowspawn's tools to go from bin to 3ds, even with a mesh?
You lose the limit planes.
Shadowspawn on 21/12/2007 at 16:48
I could probably just take the limit planes and joints from the hamsol01 .E file, and regenerate the mesh from hamswd using BintoE. Then I could reconstruct it.
Where can I get the hamswd.bin and .cal files?
This would be a late Christmas present - I'll work on it over the holidays...
Ottoj55 on 24/12/2007 at 12:52
i encountered this exact problem with the hmdk when i made way of the sword, i just had to create new swords men from the hammer wielding variety by changing the models to the sword variety, i thought it was my new sword models, but perhaps its something in the gamesys.
Yandros on 24/12/2007 at 13:15
We'll know the answer to that as soon as someone looks at the swordsman model and sees where the joints are. If it's a gamesys problem, I apologize for not catching it in testing. But Stan already messed with that some and he says it seems to be a model issue.