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Tally
6th December 2014, 11:43
I want to create 3 tags for a model of a bouncing betty - j_gun, tag_brass, and tag_flash. I haven't been able to find any video tutorials on creating tags - only bones. And they don't work the same for tags (or do they?). Can anyone point me in the right direction please?

serthy
6th December 2014, 22:21
I want to create 3 tags for a model of a bouncing betty - j_gun, tag_brass, and tag_flash. I haven't been able to find any video tutorials on creating tags - only bones. And they don't work the same for tags (or do they?). Can anyone point me in the right direction please?

i did alot of static models (not animated..) in blender, and was able to play effects on such tags
also i doubt that there is a difference between 'tags' and 'bones' in the cod engine, its just a naming convention, saying that thwere is no difference in the setup of the joints
you can also look at the xmodel_export fo a static model with tags and a weapon model with its bones, there should be no difference at all between the bone structure in the file

how I did my jouints/tags?
by simple having 1 bone as the tag_origin and by hitting [e] (I guess) to append a new joint from there and naming them the way you want, i didnt do anything special on these bones
however i never did animation and its exporting on blender

here are 2 tutorials from CodemanX: https://www.youtube.com/channel/UC2IA2b_R8MlWB5jteHPNdxA

Tally
10th December 2014, 18:51
I forgot to thank you Serthy. That helped me out a lot!

So, I've spent the week learning Blender. Blender is pretty cool! I thoroughly recommend it to the first-time 3D modeller. It has its limitations, and of course it certainly isn't as powerful as either 3DS Max or Maya, but for a free program, it is bloody good!

I also started learning Blender out of necessity - I had a problem and the only way to overcome it was to solve it through a custom model. The problem? I was trying to plant a model of a bouncing betty into terrain in COD1 so that just the head of the betty was exposed, and on certain surfaces in COD1 (snow and some dirt terrains), it makes the model completely disappear, even if it is just a couple of COD units under the surface.

I tried complicated code to ascertain which surface type it was (a handy function in the bullettrace() function!), but it didn't work. So, it occurred to me that all I needed was the head of the betty. So, I decided to model it myself:

http://homepage.ntlworld.com/d.staveley/images/new_stuff/landmine_top.png

And viola! In game:

http://homepage.ntlworld.com/d.staveley/images/new_stuff/landmine_ingame.png

A word to the wise: when adding bones in Blender, don't resize the bone if you have already skinned your model - resizing the bone deforms the vertices, and your UV map will no longer fit, and you have to do the whole bloody thing again. Just keep it at the default size, and it doesn't deform the vertices.

Also, if you want to make children from a parent bone, don't use the subdivide tool, as that also deforms the vertices. Just add, and add again, and it does the same job without deforming the vertices.

After I got the hang of Blender, I kind of went mad. Here are a few more viewmodels that I did, and these are my first!

German Nebelhandgranate 39 (Smoke Grenade - because I want the Axis team to have their own weapons):

http://homepage.ntlworld.com/d.staveley/images/new_stuff/viewmodel_germansmoke.png

German Tellermine 35:

http://homepage.ntlworld.com/d.staveley/images/new_stuff/viewmodel_tellermine.png

Tabun Gas:

http://homepage.ntlworld.com/d.staveley/images/new_stuff/viewmodel_tabun.png

So, things are coming along nicely on my mod for COD1. The class menus are now complete, as is Capture the Flag gametype, and I am nearing finish on Kill Confirm gametype. Next up is Domination.