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Dummy Positioning and Hierarchy

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Andrew
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#1

Posted 23 August 2004 - 12:04 AM Edited by Gangsta Killa, 28 September 2004 - 06:52 PM.

user posted image
Understanding the inner workings of A Gta Vehicle.


Introduction
Yes I'm back again. With another tutorial, this time it's on Dummys and Heirarchy. I'll be showing you, the locations of the Dummys and the order of the Hierachry as well, as well as how to get custom wheels on a Vehicle.

Dummys, tell the Gta game engine where certain parts are, and how they turn. The turning depends on the local axis.

All will be revealed, read on, read on!
Dummys
Dummys, probably the second most important part of a car. With the first being the car itself...

Dummys provide the locations for each object that the car has, doors, boot, bonnet etc. Without dummys, the game wouldn't even load, if it did you wouldn't be able to drive or get in the car, it would be like those cars you see in the Hati area...

Lets have a look at the dummys.
If you want to follow along, then open a car dff in zmodeler.

First lets see what a dummy looks like.

user posted image

Thats all a dummy is, a few simple polys yet this simple thing tells the game engine where most things are.

Wheel Dummys

The wheel's dummys tell the game where the wheels are, there are four of them.

wheel_lf
wheel_lb
wheel_rf
wheel_rb

Which translates to

front left wheel
back left wheel
front right wheel
back right wheel

The wheels are normally found roughly in the centre of the wheel arches.
user posted image
user posted image
Door Dummys

Door dummys tell the game engine the location of the doors. Because there is two types of cars, two door and four door. There will be two dummys in the two door car.

-door_lf_dummy
-door_rf_dummy

Which translates into

left front door
right front door

These are normally located about half way up the door pannel and inbetween the wing and door.
user posted image
user posted image
A four door car adds two extra dummys

-door_lr_dummy
-door_rr_dummy

Which translates to

left rear door
right rear door

They are normally found half way up the door panel, inbetween the front and rear doors.
user posted image
Wing Dummys

Wing dummys tell the game engine, where the wings go. No not plane wings, but the front panels of the car.

-wing_lf_dummy
-wing_rf_dummy

Which translate to

front right wing
front left wing

Theses are normally found at the top of the wheel arch offset towards the rear.
user posted image
user posted image
Light Dummys

The light dummys tell the game engine where the lights go, theres only one dummy for each, but the game mirrors this.

There are

-headlights
-taillights

The head lights are located at the front of the car, in the centre of the headlamp.
user posted image

Andrew
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#2

Posted 23 August 2004 - 12:04 AM Edited by Gangsta Killa, 28 September 2004 - 06:54 PM.

http://img.photobuck...04/tuts/dummys/

The taillights are located at the rear of the car, in the centre of the right taillight, the taillights also tell the car where the reverse lights are.
user posted image
Exhaust Dummy

The exhuast dummy tells the game engine, where the exhaust is, this is only a single dummy and won't be mirrored unless told to by the default.ide file.

-exhuast

This is normally located where the exhuast is. Or in the admiral's case where the exhuast should be...
user posted image
Boot Dummy

The boot dummys tell the game engine, where the boot is.

-boot_dummy

This is normally located between the rear window and the boot.
user posted image
Bonnet Dummy

The bonnet dummy tells the game engine, where the bonnet is.

-bonnet_dummy

This is normally loated, inbetween the front window and bonnet.
user posted image
Windscreen Dummy

The windscreen Dummy tells the game engine where the windscreen is.

-windscreen_dummy

This is normally located, in the centre of the windcreen.
user posted image
Bumper Dummys

Bumper dummys tell the game engine, where the front and rear bumpers are.

-bump_front_dummy
-bump_rear_dummy

which translates to

front bumper
read bumper

The front bumper dummy is found at the front of the car.
user posted image
The rear bumper is located at the rear of the car
user posted image
Ped Seat Dummys

The ped seat dummys, define the seats not in use by the driver.

-ped_frontseat
-ped_backseat

The ped front seat, is just above the passenger seat.
user posted image
The ped back seat is just above the backseat on the right hand side.
user posted image
The Name and Chassis Dummy

The name and chassis dummys do roughly the same thing, they both define where the chassis is, except the name dummy tells the game the name of the car.

-carname eg Admiral
-chassis_dummy

Both dummys are located at the centre of the car.
user posted image

Andrew
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#3

Posted 23 August 2004 - 12:05 AM Edited by Gangsta Killa, 28 September 2004 - 06:55 PM.

http://img.photobuck...04/tuts/dummys/

Thats all the dummys done, before we move on to the heirarchy let me show you how to add custom wheels to a car.

First off take your car and import the wheels to it, it doesn't matter about the size as the game we change this.

You've got your wheel, or wheels in zmod with the car.

Thanks Dup For The Wheels.
user posted image
I'm only going to show you one wheel, as the rest is basicly the same.

Take your wheel and name it the same name as the wheel that it will be going over, in this case. Its wheel_lf, find that out by looking at the dummys.
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Now move your wheel, until its almost perfectly lined up with the wheel dummy.
user posted image
Now we need to move the local axis about.

Whats the local axis?

The local axis is the axis of every object in the dff. It looks like this.
user posted image
To move the local axis use Display ---> Local Axis ---> Move.
user posted image
And click the object and the local axis should move, move so its in the centre and perfectly lined up.
user posted image
And thats basicly it on assigning a custom wheel to an object, but you must have dmagicwheel mod installed, and change the wheel ID to 249.

Lets move on to the heirarchy, the heirarchy is like the DNA of the car. Heres a screen shot of messed up hierarchy in zmod.
user posted image
The dummy is a branch, with most dummys having two sub branches, a DAM and OK object, the DAM is the damaged object and the OK object is the normal object. High means that its apart of the high poly model. So

-door_lf_high_dam would be the front left door damaged
-door_lf_high_ok would be the front left door normal

Ok, lets fix up the heirarchy, EACH object in the heirchy must go under the named dummy. Any high parts or VLO parts must go under the chassis dummy. And any custom wheels must go under the correct wheel dummy.
user posted image
Looks better, notice how each object is in the correct dummy and most contain two objects.


Thats it for dummys and heirarchy.

I hope you've learnt something from this.

Thanks for read and happy modding.

ModelingMan
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#4

Posted 24 August 2004 - 02:10 AM

You have been putting alot of work into your recent tutorials. I must say excellent job.

qorilla
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#5

Posted 10 November 2004 - 02:46 PM

I would like to see a tutorial on what does dummies DO, not where to put them like:

you would write: headlights dummy is the point where the game inserts the light of the car.
instead of: headlights dummy is usually in the lamp of the car.

do you know there is any tutorial on it?

Andrew
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#6

Posted 13 November 2004 - 10:02 PM

Its quite funny but I thought I'd explained about the dummies..

QUOTE
Light Dummys

The light dummys tell the game engine where the lights go, theres only one dummy for each, but the game mirrors this.

There are

-headlights
-taillights

The head lights are located at the front of the car, in the centre of the headlamp.

Mark
  • Mark

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#7

Posted 16 November 2004 - 09:46 PM Edited by GTAuron, 17 November 2004 - 02:11 PM.

lol i guess some don't read...anyway it tells you what they do in the name (duh)

Damn handy this tut smile.gif Heres a catloaf smile.gif catloaf_by_anuj.gif

EDIT: Only problem is is that a n00b who wants to learn about Dmagic wheelmod won't know that ID:249 etc is tounge.gif

qorilla
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#8

Posted 17 November 2004 - 03:45 PM

sorry it wasn't a good example, yeah...
I meant that if someone wants to make a very special car, or wants to understand deeper the game, then its not enough to know where are those usually...
for example: you wrote more times that: ... dummy tells the game engine where ... is.
the more interesting would be that what does the game engine do with them? just know it?
I have some guesses, like the door rotates around door dummies probably...

But i don't know what indicators, boot, bump, windscreen, chassis etc. dummies do...
it's in collision files that when to change the normal object to the damaged one... So i don't have guesses about what they do, maybe you do....
But you've done a very useful tutorial because, i didn't know anything about dummies (except their shape), till i read it.. so i didn't want to say it's not good..

GameMaster90
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#9

Posted 01 January 2005 - 01:18 AM

I've been working on converting a car, and I was trying to add custom wheels, but then when I ran Vice City, the left set of tires were mirrored, facing inside.

So, it would be great if you add that to the "Adding Custom Wheels" part, it will save a lot of people questions. To mirror the left set of wheels in Z-Mod. Great tut btw. smile.gif

djjack
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#10

Posted 13 January 2005 - 01:10 PM

Thanks! Greats work! biggrin.gif

M1A1
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#11

Posted 10 May 2005 - 02:19 PM

First: I'm sorry for my bad english (im just a boy from holland bored.gif )

My question is: How can i place dummy's. Which button(s) do i need. I've made a beuatiful car, but no is must place the dummy's.

Can someone try to tell how i can place dummy's??

M1A1

Suction Testicle Man
  • Suction Testicle Man

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#12

Posted 10 May 2005 - 04:36 PM

QUOTE (M1A1 @ May 10 2005, 15:19)
First: I'm sorry for my bad english (im just a boy from holland bored.gif )

My question is: How can i place dummy's. Which button(s) do i need. I've made a beuatiful car, but no is must place the dummy's.

Can someone try to tell how i can place dummy's??

M1A1

Have you read the tutorial? It's at the top of this page wink.gif It explains that dummies are objects with axes, that you must place in certain areas for your car to appear in game correctly.

<3D

M1A1
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#13

Posted 10 May 2005 - 04:48 PM

alright, i've already read it, but what is said before, i'm not a hero in English.

If i understand the tutorial, you just only have to place the local axis and there is a dummy.

Is this correct???

If it isn't, can someone help me over msn

Suction Testicle Man
  • Suction Testicle Man

    Yeah, well, you know, that's just, like, your opinion, man.

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#14

Posted 10 May 2005 - 04:57 PM

You must split your car into objects - doors, bonnet, boot, windscreen, etc. Once that is done, you import this. It's hard to explain something to someone in a language they have trouble speaking, so you could try posting here. smile.gif

<3D

M1A1
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#15

Posted 10 May 2005 - 05:03 PM

QUOTE (Suction Testicle Man @ May 10 2005, 16:57)
You must split your car into objects - doors, bonnet, boot, windscreen, etc. Once that is done, you import this. It's hard to explain something to someone in a language they have trouble speaking, so you could try posting here. smile.gif

<3D

thanx, but it's kind of funny, because i'm already member of www.gtaforum.nl, but there they say that is must ask it here confused.gif

Suction Testicle Man
  • Suction Testicle Man

    Yeah, well, you know, that's just, like, your opinion, man.

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#16

Posted 10 May 2005 - 05:09 PM

Oh biggrin.gif First things first, have you detached your car model into different objects? Because you will need to do that, and then import that dff I linked to in my last post.

<3D

Carmo
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#17

Posted 27 July 2005 - 01:44 PM

great tutorial but when i put costum wheels on my car it just crashes the game even though i followed this tutorial, why?

[NX] Joao.pt
  • [NX] Joao.pt

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#18

Posted 07 August 2005 - 06:13 PM

Yeah but how i can create dummys?

shenglong1
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#19

Posted 10 September 2005 - 01:19 AM

hello few questions/confirmations

A dummy node is just a few polys so you just :-

Make cube (or sphere for collisions)
Rename it e.g intruder.dff, intruder, wheel_rf_dummy etc
Right click Convert To -> Dummy
Fiddle with axis if its a door bonnet boot etc to determine which way it moves in game

is this correct ?

And if i have a two door car that does not have a rear bumper do i delete those particular dummy nodes and also the nodes for backseat passengers ? what about upg_ upgrades ? just leave them out if i dont need them aaannndd if i dont do any collsion section stuff and export zmodeler says "No collision info avail: assuming map/generic object" is this cool or not ?

Thanks for any help biggrin.gif

(i wouldnt have to ask these questions if i could import other dff files but i am a bum and jobless)



MechanicalAnimal
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#20

Posted 23 November 2005 - 02:46 PM Edited by MechanicalAnimal, 23 November 2005 - 02:55 PM.

How can I create the dummy in ZMOD1?

paul gilbert
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#21

Posted 24 November 2005 - 10:16 AM

zmodler and scketchup etc..are these tools used to map san andreas too and does this tutorial apply for san andreas mapping too?

MechanicalAnimal
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#22

Posted 24 November 2005 - 06:16 PM

QUOTE (MechanicalAnimal @ Nov 23 2005, 14:46)
How can I create the dummy in ZMOD1?

Ok, I found an answer to this from another forum, I think it was NFS forum.. Anyways, creating a dummy:

1. Create a Cube, for example, any size
2. Right-click on it and select it (Selected), your object should turn redish..
3. Goto Plugins --> FCE Custom Settings
4. Choose your object from the drop-down list
5. Click Change..
6. Type: choose Dummy from the drop down list
7. Click OK
8. Close the FCE Custom Settings window

Voila! You have a dummy! smile.gif

Illp.
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#23

Posted 02 December 2005 - 10:07 PM

^^^ Save time and trouble... IMPORT IT! ...these questionz are baaaad (and redundant).




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