

Exporting w3d from renX
#1
Posted 28 March 2007 - 19:30
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
Posted 28 March 2007 - 19:39
Are you talking about the VGLA Scud or Juhziz´ ShW Topol?
#3
Posted 29 March 2007 - 02:42
I tried with scudlauncher and topolM.
THX.
#4
Posted 30 March 2007 - 11:04

When I ask something no one cares.
:???:
#5
Posted 30 March 2007 - 11:11
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.
#6
Posted 30 March 2007 - 12:43

#7
Posted 30 March 2007 - 12:55
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
Posted 30 March 2007 - 14:05

#10
Posted 30 March 2007 - 15:17
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
Posted 30 March 2007 - 17:52
Abourror, on 30 Mar 2007, 12:43, said:
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.
#12
Posted 30 March 2007 - 19:19
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
Posted 31 March 2007 - 20:51
Alexei_Stukov, on 30 Mar 2007, 19:19, said:
Alexei_Stukov, on 30 Mar 2007, 19:19, said:
Shoud I leave all work and start from begginig, or there is a way to make My unit to deploy corectly.
#14
Posted 01 April 2007 - 06:20
THX for now

#15
Posted 01 April 2007 - 12:25
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
Posted 01 April 2007 - 13:58
Have a look at the Topol´s code, ther should be some lines saying what objects of the modell are wheels.
#17
Posted 01 April 2007 - 14:38
; 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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