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Exporting w3d from renX


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#1 Alexei_Stukov

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Posted 28 March 2007 - 19:30

Hi, I have a few questions about how corectly to export a object form renx to w3d.
From few days I'm trying to export scudlauncher but when I load the exported file in the game the unit doesn't function very well. The missile just don't move up slow to deploy. In first moment the missile is down in second moment the missile is up and ready to fire. The upping cycle is just missing.
I saw the exporting object options but I don't know how corectly to set all things. When I hide treadFX it works fine in game but how to make the missile upping cycle??
I hope you can help me TXH

#2 Golan

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Posted 28 March 2007 - 19:39

Sorry, but you´ve opened the exact same thread just 6 hours ago. This is a forum, not a chat, it takes some time untill people reply.

Are you talking about the VGLA Scud or Juhziz´ ShW Topol?
Now go out and procreate. IN THE NAME OF DOOM!

#3 Alexei_Stukov

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Posted 29 March 2007 - 02:42

Yea I know that it's not a chat but I just want some one to help me.
I tried with scudlauncher and topolM.
THX.

#4 Alexei_Stukov

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Posted 30 March 2007 - 11:04

YEAAAAAAAA thx for the great help :)
When I ask something no one cares.
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#5 Mr. Mylo

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Posted 30 March 2007 - 11:11

dont be so hasty and spammy...

you have to download this plugin:
http://www.file-uplo...ax2w3d.dle.html


do it in renx plugin folder:

and do this:

1.extract the script file to gMax\gamepacks\Westwood\RenX\scripts\startup.
2.launch the RenX/gMax.
3.click menu Customize -> Customize User-Interface
4.the Customize User-Interface dialog is displayed, which lets you choose from either Command shortcuts or Macro Scripts
5.in group Main UI and category W3D Importer, drag command <Coolfile W3D Importer> from the action list and drop it to the toolbar.
6.press the button to import a w3d file

hellfurt

Edited by hellfurt, 30 March 2007 - 11:12.

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#6 Futschki

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Posted 30 March 2007 - 12:43

He Don't Need Any Plugins ... He Can Export W3D From RenX
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#7 Alexei_Stukov

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Posted 30 March 2007 - 12:55

OK I'll use this but I need help with exporting. Cause when I export unit for example Hunter's Topol M
The unit just doesn't work proper. Deploing cycle is just missing?
I wish to know how corect to set export setings to work this model in the game.
THX and I'm not spamming there is alot of spamming topics. I want to learn to moddeling and I see nothing wrong with my topics.
THX

#8 Futschki

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Posted 30 March 2007 - 14:05

Select All bones Go to W3D Tools And Check The Export Bone CheckBox ...
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#9 Slightly Wonky Robob

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Posted 30 March 2007 - 15:08

also make sure you export it as an animated model..
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#10 Alexei_Stukov

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Posted 30 March 2007 - 15:17

HM first I'm going to w3dtools then I select select bones and then i check export transforms(bone)
And still nothing.
Look When I check for ThreadFX object hide options in w3d export object tools in the game there hided and works fine.

OK how to do that animated???
Could some one tell me step by step what to do to export corectly the topol M?
thx

#11 Golan

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Posted 30 March 2007 - 17:52

View PostAbourror, on 30 Mar 2007, 12:43, said:

He Don't Need Any Plugins ... He Can Export W3D From RenX

He needs to import the animation in order to be able to export it again. :)

@AS
First of, check if the animation did get importet. Select all parts of the modell and at the bottom of GMax GUI there should now appear many blue bars on that spacer that usually just counts from 0 to 100.
Second, make shure to export the animation. An animated modell does, unlike Infantry which is not necessarily in itself animated, allready include the animation data. When exporting, select "hierarchical animated model" isntead of "hierarchical model" in the W3D export options.
Now go out and procreate. IN THE NAME OF DOOM!

#12 Alexei_Stukov

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Posted 30 March 2007 - 19:19

THX that sounds much better. I'll ask you a few things. Is it posible to import hunter's topolM without animation using old importer, cause I don't use this importer which was uploded here. And I can't download this importer. Could some one give a new link or...?
And what I shoud do if My model was imported without animation caused by my old importer???
Shoud I leave all work and start from begginig, or there is a way to make My unit to deploy corectly.
THX if you want I can show you some screens (I'm trying to make hunters Topol M more realistic because it's my favourite unit)
p.s. this remake of his unit is only for my use I'm not going to publish anything cause I respect all modders works.
I'm waiting for responce, and thanks for all your attention :)

#13 Golan

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Posted 31 March 2007 - 20:51

View PostAlexei_Stukov, on 30 Mar 2007, 19:19, said:

THX that sounds much better. I'll ask you a few things. Is it posible to import hunter's topolM without animation using old importer, cause I don't use this importer which was uploded here. And I can't download this importer. Could some one give a new link or...?
No idea what importer you are using, so I´ve got absolutely no clue.

View PostAlexei_Stukov, on 30 Mar 2007, 19:19, said:

And what I shoud do if My model was imported without animation caused by my old importer???
Shoud I leave all work and start from begginig, or there is a way to make My unit to deploy corectly.
Animation for such things as scuds, Topols etc. are relatively simple to do so it shouldn´t be a major effort to redo it. I´ll see if I can get a quick overview on how to do such animation ready...
Now go out and procreate. IN THE NAME OF DOOM!

#14 Alexei_Stukov

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Posted 01 April 2007 - 06:20

I'm using "W3D to gmax Importer Version 1.06". I'll try something and I'll ask you later.
THX for now :P

#15 Alexei_Stukov

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Posted 01 April 2007 - 12:25

SO now I can make animation and the unit is working good.
But is it possible to codding all 16 wheels to roll? The Hunters Topol M has 12 wheels, My remake like true SS-27 TopolM has 16 wheel but in my model 4 wheel doesn't roll. Any suggestion?
THX

#16 Golan

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Posted 01 April 2007 - 13:58

I guess you did not define them in the INI-files, did you?
Have a look at the Topol´s code, ther should be some lines saying what objects of the modell are wheels.
Now go out and procreate. IN THE NAME OF DOOM!

#17 Alexei_Stukov

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Posted 01 April 2007 - 14:38

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire04
LeftRearTireBone = Tire07
RightRearTireBone = Tire05
MidLeftFrontTireBone = Tire02
MidRightFrontTireBone = Tire03
MidLeftRearTireBone = Tire09
MidRightRearTireBone = Tire10


TireRotationMultiplier = 0.2 ; this * speed = rotation.
;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.

End

This is what I did but for now 4 wheels doesn't roll and have no suspensions
If you can make it for me here is the wheel that doesn't roll
Tire08
Tire06
THX



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