I was board and felt like creating another replacement for the now lost Adeptus Modificatus forum on Relic news (Green_Scorpion already made one, but there's nothing wrong with having two)

Post tutorial Report RSS Random model traits: Dawn-Of-War Object-Editor

Some people asked me about this a few times so this article is intended to explain it.

Posted by on - Basic Other

NOTE THIS ARITCLE ISN'T FINISHED YET, I WILL UPDATE IT LATER WITH SCREENSHOTS, ETC. TO AID EXPLANATION.

Random Vis

"Random Vis" is a trait in certain Dawn Of War Models used among other things to make troops/buildings look less uniform, and to give more variety between troopers in a squad.

There are at least three main ways to achieve this effectively in-game, each of which will be detailed bellow:

NOTE: THIS ARTICLE ASSUMES THAT THE USER HAS A MODEL ALREADY EXPORTED FROM 3DS MAX CONTAINING APPROPRIATE VIS ANIMATIONS AND WHICH IS READY FOR USE IN OBJECT EDITOR/DAWN OF WAR.

#1 Random Motion

Using Random Motions is the easiest way to Achieve Random Vis
In Object Editor simply create a motion using each of your desired Vis Animations, then, having done so, create one more Motion which instead holds each of those other motions, (adjust the random weighting as you deem appropriate), remember to scroll down and uncheck "randomise each loop" so as to prevent the motion from re randomizing when entering or exiting melee, with that completed now add this new combined random vis motion to your default motion (or to a random vis action added to the default action if you intend to have the default action contain other action files) (the random vis motion/action will also need to be added to any separate action tree such as build/death/melee_attack/melee_damage/melee_move, special attacks, etc.)
ADVANTAGES: WORKS CORRECTLY IN ARMY PAINTER, EASY TO TEST AND USE.
DISSADVANTAGES: LESS EASILY AVAILIABLY COMPLEXITY FOR RANDOM (SEE #2) AND LESS IN-GAME CONTROLL OVER WHICH ONE VIS WILL APPEAR (SEE #3)

#2 Random Variable

A Clause and A Condition must be created in Object editor, the Clause must use one of the random_vis
variables and should be a Float, THE DEFAULT VALUE SET HERE WILL BE THE ONE THAT APPEARS IN ARMY PAINTER. in the default action or other actions this system allows further complexity, different spawn/death animations, completely different melee animations, different sets of idle animations, etc. all on the same base model skeleton, it's used in dark crusade on the Necron Flayed one.
ADVANTAGES: MORE FLEXIBLE RANDOMIZATION SYSTEM.
DISADVANTAGES: MORE COMPLICATED, NOT DIRECTLY COMPATIBLE WITH ARMY PAINTER (THE DEFAULT VALUE WILL NORMALLY BE USED INSTEAD)

#3 Random Weapon

A Clause and A Condition must be created in Object editor, the Clause should be one which isn't being used for something else on the model, the desired troop or building or other entity must then have a weapon hardpoint added e.g. via attribute editor/corsix-mod-studio or another attribute editing tool. A modifier should then be added to the entity which changes the weapon in that hardpoint (each weapon entry in the chosen hardpoint should correspond to how a desired vis state and the modifiers should have a probability of less than 1, e.g. 0.5 ), this system works like the Dark Crusade and SoulStorm Wargear except randomized.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: