editting Shield fx.
#1
Posted 02 June 2008 - 11:29
has anyone had anyluck opening FXShldTripod.w3x in 3d studio max, and how did you go about it, i want to make some different shield sizes for different units, for example a shield that goes around men and infantry and also a shield that goes around mothership.
#3
Posted 02 June 2008 - 11:53
Also you don't need that model, just use the shield shader on a deformed sphere...
Edited by Master_Chief, 02 June 2008 - 11:55.
#4
Posted 02 June 2008 - 11:54
http://img88.imagesh...22775406cq7.jpg
#5
Posted 02 June 2008 - 14:34
but when i goto complie the mod i get the following error.
Quote
Anyone have any idea what this means ?
#6
Posted 03 June 2008 - 06:56
Number of downloads: 33
hint:open the FXShldTripod.w3x in notebook and check all the <fxshader
#7
Posted 03 June 2008 - 14:34
ravage, on 3 Jun 2008, 16:56, said:
hint:open the FXShldTripod.w3x in notebook and check all the <fxshader
Now that looks impressive....
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> </AssetDeclaration>
That was missing from the file...
#8
Posted 04 June 2008 - 11:35
Warning: Unknown asset 'BaseRenderAssetType:FXShldInfantry' reference from 'GameObject:ORIOrici' in file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\sgc\data\ori\units\oriorici.xml'
Any hints as to why i am getting this error ?
Edited by Darkwander, 04 June 2008 - 13:55.
#9
Posted 17 June 2008 - 18:26
ravage, on 3 Jun 2008, 16:56, said:
hint:open the FXShldTripod.w3x in notebook and check all the <fxshader
All my files named that are only 1k, and there isnt any data in the files so that i can have a look at them, where abouts did you get the original FXShldTripod.w3x from ?
#12
Posted 18 June 2008 - 08:24
#13
Posted 18 June 2008 - 11:18
<!-- Forcefield Generator --> <scriptedModelDraw id="ModuleTag_DrawForcefield" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"></ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="FXShldTripod" /> </ModelConditionState> </ScriptedModelDraw>
to the following;
<!-- Forcefield Generator --> <scriptedModelDraw id="ModuleTag_DrawForcefield" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"></ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_1"> <Model Name="FXShldInfantry" /> </ModelConditionState> </ScriptedModelDraw>
Attached File(s)
-
FXShldInfantry.rar (227bytes)
Number of downloads: 2
#14
Posted 18 June 2008 - 12:45
#15
Posted 19 June 2008 - 00:35
Sorry forgot to post the coding for the top.
<Include type="all" source="ART:FXShldInfantry.w3x" />
#16
Posted 19 June 2008 - 03:34
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