ecm and gfx editing / new ecm's
I have been at this for several weeks now and after much trial and error, I have not been able to replicate a multi gfx ecm file.
My question is this: what other tags besides "CoGfxNum" in the ecm actually define multiple gfx files?
If need be, I can provide a sample of one of the ecm's that I'm working with.
KOS_void()
Re: ecm and gfx editing / new ecm's
I apologize for the double post, but after a day and 36 views I must ask. Does anyone have any information regarding this?
To possibly help move this along, here is what I have currently in my ecm file:
FILE: "Models\Weapons\dothack\datadrain\datadrain.ecm"
Code:
MOXTVersion: 21
SkinModelPath: Models\Weapons\dothack\datadrain\datadrain.SMD
OrgColor: ffffffff
SrcBlend: 5
DestBlend: 6
OuterNum: 8
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
BoneNum: 0
CoGfxNum: 2
ComActCount: 0
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: dothack\datadrain\ddwep.gfx
HookName: CC_ddwep
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 1.000000
GfxSpeed: 0.600000
GfxParamCount: 0
AddiSkinCount: 0
ChildCount: 0
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: dothack\datadrain\ddwep2.gfx
HookName: CC_ddwep
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 0.350000
GfxSpeed: 0.600000
GfxParamCount: 0
AddiSkinCount: 0
ChildCount: 0
A response is very much appreciated.
KOS_void()
Re: ecm and gfx editing / new ecm's
If im wrong im sorry
Code:
MOXTVersion: 21
SkinModelPath: Models\Weapons\dothack\datadrain\datadrain.SMD
OrgColor: ffffffff
SrcBlend: 5
DestBlend: 6
OuterNum: 8
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
Float: 1.000000
NewScale: 0
BoneNum: 0
DefSpeed: 1.000000
CoGfxNum: 2
ComActCount: 0
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: dothack\datadrain\ddwep.gfx
HookName: CC_ddwep
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 1.000000
GfxSpeed: 0.600000
GfxOuterPath: 0
GfxParamCount: 0
AddiSkinCount: 0 // Why is it there? Its at end of ecm
ChildCount: 0
EventType: 100
StartTime: 0
TimeSpan: -1
Once: 0
FxFilePath: dothack\datadrain\ddwep2.gfx
HookName: CC_ddwep
HookOffset: 0.000000, 0.000000, 0.000000
HookYaw: 0.000000
HookPitch: 0.000000
HookRot: 0.000000
BindParent: 1
FadeOut: 1
UseModelAlpha: 0
GfxScale: 0.350000
GfxSpeed: 0.600000
GfxOuterPath: 0
GfxParamCount: 0
ScriptCount: 0
AddiSkinCount: 0
ChildCount: 0
Re: ecm and gfx editing / new ecm's
May i ask you a question, Eistiger ? Which varriables on .ecm file relate to "size of mount or mob" ?
Re: ecm and gfx editing / new ecm's
Quote:
Originally Posted by
goder2910
May i ask you a question, Eistiger ? Which varriables on .ecm file relate to "size of mount or mob" ?
NewScale: 0
BoneNum: 0
to
NewScale: 0
BoneNum: 1
BoneIndex: 0
BoneSclType: 1
BoneScale: 2.000000, 2.000000, 1.800000
But you have to change the size of the GFX too to match the new size
Re: ecm and gfx editing / new ecm's
Quote:
Originally Posted by
Eistiger
NewScale: 0
BoneNum: 0
to
NewScale: 0
BoneNum: 1
BoneIndex: 0
BoneSclType: 1
BoneScale: 2.000000, 2.000000, 1.800000
But you have to change the size of the GFX too to match the new size
Ok, thank you very much Eistiger
Re: ecm and gfx editing / new ecm's
Took me weeks of trial and error to figure out the versions etc and which works with what and which ecm works with which gfx files and why it wont handle this many due to this being in there but if you remove that it then screws this up bla bla bla you get the drift...
CoGFXNum does announce to the engine that there will be x amount of gfx files projecting from this model and I believe it is the only thing announcing to the engine as well.
Re: ecm and gfx editing / new ecm's
Sorry for the late reply, but thank you all for your help. Both gfx files are now rendering in-game.
Here is the end result...
Pic 1
Pic 2
Pic 3
Re: ecm and gfx editing / new ecm's
Quote:
Originally Posted by
KOS_void
Sorry for the late reply, but thank you all for your help. Both gfx files are now rendering in-game.
Here is the end result...
Pic 1
Pic 2
Pic 3
Impressive :blink:
Re: ecm and gfx editing / new ecm's
Re: ecm and gfx editing / new ecm's
Quote:
Originally Posted by
KOS_void
Sorry for the late reply, but thank you all for your help. Both gfx files are now rendering in-game.
Here is the end result...
Pic 1
Pic 2
Pic 3
Is that a skill?
Well done with that I rly like it.
Re: ecm and gfx editing / new ecm's
Quote:
Is that a skill?
Well done with that I rly like it.
Thank you. It's actually a heavily modified bow that I've turned into "Data Drain".
The beam effect comes from the arrows that I modified and the bracelet is the bow.
There is one problem I am having though. When making a new arrow in the elements editor, there are two gfx files defined. These are the shot effects. In the first one, one of the first entries in the gfx file calls a model file. That model file is the arrow. I've removed this so that way only my beam effects are present. You can't tell from the screencaps, but as the character draws for each shot, you can see the original arrow, but then after it is fired, it disappears again. So far I haven't been able to figure out where that is coming from.