• Welcome to Freedom Reborn Archive.
 

How come the gun doesn't show?

Started by daglob, February 15, 2008, 01:38:43 PM

Previous topic - Next topic

daglob

Okay, I'm doing Captain Action, and I started with a hexed version of Tom  Versatile Fixed, I "un-hid" the guns in Nifscope and on the alpha channel, I put "one gun" keyframes with it, I painted both guns (I was undecided) and the holster, and in Herotool you can plainy see the holster. However, the guns do not appear in any animation they are supposed to (I tried both the pistol an the raygun).

Any ideas as to what I did wrong?

For what it's worth, I was going to do the knife, also, but I can't get it to "dissapear" when I have it unhidden; it's always in his hand. I was hoping that there would be a short scabbard for it, but....

GGiant

Alpha Channels is a problem with the FF1 engine. :(

tommyboy

What was 'fixed' in that version may not have been the gun's animations.
Bear in mind that there are different versions of the versatile mesh, and different versions of the versatile keyframes, and not all of them play nicely together or work as you might hope they would.
You may be better off with a _tvlite mesh with a gun as a starting point for your hex/skope/thingie (ie captain comet tvlite, or the blue_beetle_tvlite 3pack).

daglob

Quote from: GGiant on February 15, 2008, 06:12:24 PM
Alpha Channels is a problem with the FF1 engine. :(

Ah, but this is in FFv3R. It has a problem or two with Alpha channels too.