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editting Shield fx.


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#1 Darkwander

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Posted 02 June 2008 - 11:29

Greetings,

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.

#2 Slye_Fox

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Posted 02 June 2008 - 11:43

there is no w3x impoerter.
Posted Image

#3 Sgt. Rho

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Posted 02 June 2008 - 11:53

I gotta correct you, there are w3x importers, just they don't work perfectly yet.

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 Darkwander

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Posted 02 June 2008 - 11:54

i was going to say that someone has got it working in 3dstudio max.

http://img88.imagesh...22775406cq7.jpg

#5 Darkwander

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Posted 02 June 2008 - 14:34

I have been playing around with the shader. I exported it, got that stupid error for the shader, which apparently dosnt mean anything important and the file still works. :)

but when i goto complie the mod i get the following error.

Quote

Critical: XmlFormattingError: XML Formatting error encountered in file://C:/program files/electronic arts/command & conquer 3/mod sdk/art/fx/fxshieldinfantry.w3x <line0, position 0>: Root element is missing.


Anyone have any idea what this means ?

#6 ravage

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Posted 03 June 2008 - 06:56

Attached File  20080602_9937162a68cec38a77dbzyh42bVBXiYv.jpg (143.02K)
Number of downloads: 33
hint:open the FXShldTripod.w3x in notebook and check all the <fxshader

#7 Darkwander

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Posted 03 June 2008 - 14:34

View Postravage, on 3 Jun 2008, 16:56, said:

Attachment 20080602...2bVBXiYv.jpg
hint:open the FXShldTripod.w3x in notebook and check all the <fxshader


Now that looks impressive....

<AssetDeclaration xmlns=&#34;uri&#58;ea.com&#58;eala&#58;asset&#34; xmlns&#58;xsi=&#34;http&#58;//www.w3.org/2001/XMLSchema-instance&#34;>
</AssetDeclaration>


That was missing from the file... :D

#8 Darkwander

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Posted 04 June 2008 - 11:35

Warning&#58; Unknown asset &#39;BaseRenderAssetType&#58;FXShldInfantry&#39; reference from &#39;GameObject&#58;ORIOrici&#39; in file&#58;//c&#58;\program files\electronic arts\command & conquer 3\mod sdk\mods\sgc\data\ori\units\oriorici.xml&#39;


Any hints as to why i am getting this error ?

Edited by Darkwander, 04 June 2008 - 13:55.


#9 Darkwander

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Posted 17 June 2008 - 18:26

View Postravage, on 3 Jun 2008, 16:56, said:

Attachment 20080602...2bVBXiYv.jpg
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 ?

#10 Sgt. Rho

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Posted 17 June 2008 - 18:47

You don't need it.

#11 Darkwander

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Posted 18 June 2008 - 01:35

View PostMaster_Chief, on 18 Jun 2008, 4:47, said:

You don't need it.



Can you please give me a hint as to why my shield isnt coming up in the game ?

#12 Sgt. Rho

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Posted 18 June 2008 - 08:24

Without the model + code you're using, I can't.

#13 Darkwander

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Posted 18 June 2008 - 11:18

Changed;

			<!-- Forcefield Generator -->
			<scriptedModelDraw
				id=&#34;ModuleTag_DrawForcefield&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;></ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;USER_1&#34;>
					<Model
						Name=&#34;FXShldTripod&#34; />
				</ModelConditionState>
			</ScriptedModelDraw>



to the following;

			<!-- Forcefield Generator -->
			<scriptedModelDraw
				id=&#34;ModuleTag_DrawForcefield&#34;
				OkToChangeModelColor=&#34;true&#34;>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_DEFAULT&#34;></ModelConditionState>
				<ModelConditionState
					ParseCondStateType=&#34;PARSE_NORMAL&#34;
					ConditionsYes=&#34;USER_1&#34;>
					<Model
						Name=&#34;FXShldInfantry&#34; />
				</ModelConditionState>
			</ScriptedModelDraw>

Attached File(s)



#14 Sgt. Rho

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Posted 18 June 2008 - 12:45

did you include the "FXShldInfantry.w3x" on the beginning of the XML, and is the FXShldInfantry.w3x in the folder FX in the Art folder?

#15 Darkwander

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Posted 19 June 2008 - 00:35

yes and yes, to both of them...

Sorry forgot to post the coding for the top.

		<Include
			type=&#34;all&#34;
			source=&#34;ART&#58;FXShldInfantry.w3x&#34; />


#16 Darkwander

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Posted 19 June 2008 - 03:34

I think the error is in the actual file. I don't think i did it right in 3d Studio.



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