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Qouick coding help
Started By Axel of Sweden, Apr 22 2007 11:46
9 replies to this topic
#1
Posted 22 April 2007 - 11:46
Hi, Aos here,
Iam experiencing a few problems when i put new models ingame
1.How do i change their names?
2.How do install new caemos?
3.I tried my tank in the game but the turret didnt turn, what did i do wrong?
4.How do i add transparency to stuff like jet afterburners, muzzlefx and chopperblades etc?
5.How do i change engine sound on vehicles?
6. how do i change vehicle speed?
Im integrating models for the Silent heroes project so i need some help.
Iam experiencing a few problems when i put new models ingame
1.How do i change their names?
2.How do install new caemos?
3.I tried my tank in the game but the turret didnt turn, what did i do wrong?
4.How do i add transparency to stuff like jet afterburners, muzzlefx and chopperblades etc?
5.How do i change engine sound on vehicles?
6. how do i change vehicle speed?
Im integrating models for the Silent heroes project so i need some help.
#2
Posted 22 April 2007 - 13:17
Axel of Sweden, on 22 Apr 2007, 13:46, said:
Hi, Aos here,
Iam experiencing a few problems when i put new models ingame
1.How do i change their names?
2.How do install new caemos?
3.I tried my tank in the game but the turret didnt turn, what did i do wrong?
4.How do i add transparency to stuff like jet afterburners, muzzlefx and chopperblades etc?
5.How do i change engine sound on vehicles?
6. how do i change vehicle speed?
Im integrating models for the Silent heroes project so i need some help.
Iam experiencing a few problems when i put new models ingame
1.How do i change their names?
2.How do install new caemos?
3.I tried my tank in the game but the turret didnt turn, what did i do wrong?
4.How do i add transparency to stuff like jet afterburners, muzzlefx and chopperblades etc?
5.How do i change engine sound on vehicles?
6. how do i change vehicle speed?
Im integrating models for the Silent heroes project so i need some help.
1 u need Gmax
Open de file an export with the new name
2 thts my work dont worry i pit in the mod
3 Turret name it the same of the model?
4 is in gmax but coz my english its crapy i cant explain
5 My work
6 My work
#4
Posted 22 April 2007 - 14:14
1. The name of the model (like avpaladin.w3d) can be changed when exporting from GMax. The name of the unit is defined in the units code by a line like this:
Which refers to an entry in generals.csf .
3. The model has to be seperated into several objects, each having a specific name that is later used to define in the code what each object is. The turret-object´s name has to be specified in the w3ddraw tag, usually found at the beginning of a units code:
4. Transparency can be made by using either an alphamap or an additive texture. For the first one, your texture has to include an alphachannel (creating these differs depending on what graphic programm you use) and the RenX-material has to use one of the alpha-blend modes ("alpha blend", "alpha test", "alpha test and blend"). The second one is a normal texture (which should be notably darker though) and the RenX-material has to use the blend mode "add".
Quote
DisplayName = OBJECT:GDIMilitaryMammoth
3. The model has to be seperated into several objects, each having a specific name that is later used to define in the code what each object is. The turret-object´s name has to be specified in the w3ddraw tag, usually found at the beginning of a units code:
Quote
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = gvmammoth
Turret = Turret01
TurretPitch = ROCKETPOD01 ROCKETPOD02
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
WeaponRecoilBone = PRIMARY BARREL
WeaponLaunchBone = SECONDARY WEAPONB
WeaponFireFXBone = SECONDARY WEAPONB
WeaponRecoilBone = SECONDARY ROCKETPOD
End
DefaultConditionState
Model = gvmammoth
Turret = Turret01
TurretPitch = ROCKETPOD01 ROCKETPOD02
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
WeaponRecoilBone = PRIMARY BARREL
WeaponLaunchBone = SECONDARY WEAPONB
WeaponFireFXBone = SECONDARY WEAPONB
WeaponRecoilBone = SECONDARY ROCKETPOD
End
4. Transparency can be made by using either an alphamap or an additive texture. For the first one, your texture has to include an alphachannel (creating these differs depending on what graphic programm you use) and the RenX-material has to use one of the alpha-blend modes ("alpha blend", "alpha test", "alpha test and blend"). The second one is a normal texture (which should be notably darker though) and the RenX-material has to use the blend mode "add".
Edited by Golan, 22 April 2007 - 14:15.
Now go out and procreate. IN THE NAME OF DOOM!
#6
Posted 22 April 2007 - 16:25
2.Go To Data\INI\MappedImages\TextureSize_512\SAUserInterface512.ini
And Figure Out The Dimension Urself I cant be arsed to tell you how xD
4.Select The Objects Go To The Utilities Tab Click On W3d tools and uncheck The Export Geometry
6.Extract The Locomotor.ini and ull find out urself
And Figure Out The Dimension Urself I cant be arsed to tell you how xD
4.Select The Objects Go To The Utilities Tab Click On W3d tools and uncheck The Export Geometry
6.Extract The Locomotor.ini and ull find out urself
#8
Posted 22 April 2007 - 16:52
Oh Ok ... Sorry
#10
Posted 24 April 2007 - 18:16
Quote
6. how do i change vehicle speed?
Its controlled via Locomotor.ini , The file it self is self explanatory because the EA "programmers" added a few useful comments.
For implementing it on a tank for example, Its controlled via the "locomotor" object parameter.
Example:
Object OMFGTANK
*shitloads of code*
Locomotor = SET_NORMAL OMFGTANKLocomotor
End
Edited by Chris, 24 April 2007 - 18:17.
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