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#1
Posted 17 September 2008 - 08:32
D:/EA games/command and conquer the first decade/command and conquer zero hourArt/W3D/avleopard.w3d
So it shuld replace the crusader tank to my new model but it turn our as erm... transparent. Is it becuz of the skin or did i do it wrongly?
:estudown: :easucks:
Erm... Support GenX?
#2
Posted 17 September 2008 - 09:05
I the model appears but is purple the game can't find the skin
Double check the name of your model, it must match the one in the codes, and it mustn't exceed 15 characters.
Also make sure your model is saved in the right directory, it should be wherever you installed zero hour inside the Art\W3D folder
Also you can't rename W3D models the normal way (right-click, then rename). You have to import it into RenX/3dsmax then re-export it with it's new name.
Edited by Zeke, 17 September 2008 - 09:09.
#3
Posted 17 September 2008 - 09:24
Erm... Support GenX?
#4
Posted 17 September 2008 - 09:28
#5
Posted 17 September 2008 - 15:02
Erm... Support GenX?
#6
Posted 14 May 2009 - 21:10
Hey,guys,I've been having the same problem lately.
Now,the problem is that I use 3dsmax,and the 3dsmax exporter will ONLY export the models with the .w3d end,no matter what I do.
Any tips on getting rid of this?
Also,shouldn't be this in the ZH editing forum?
Edited by Deformat, 14 May 2009 - 21:12.
#7
Posted 14 May 2009 - 22:13
anyway what Zeke meant without .w3d is inside the INI object codes u write it without .w3d but in art\w3d\ it should be with .w3d
#9
Posted 15 May 2009 - 05:55
Yet,still:Nothing.Its just a replacement for the Battlemaster,so I can start learning Gen. coding better.
#10
Posted 15 May 2009 - 11:03
#11
Posted 15 May 2009 - 12:02
What kind of w3d did you export it as? 3dsmax can export models as "shockwave 3d scene export" (.W3D).
That's not the format you want... you need to get the BFME2 mod sdk, and export it as W3D Asset (also .W3D)
#12
Posted 15 May 2009 - 16:58
I got the BFME2 mod sdk,and I'm absolutely sure that the name ain't wrong,I copy-pasted it.
I'll try the thing with BFME2...I have the BFME2 pack,yet,I'm not sure its correct...
Edited by Deformat, 21 May 2009 - 16:13.
#13
Posted 21 May 2009 - 16:13
#14
Posted 21 May 2009 - 16:21
3ds max does not have the correct W3D format by default, you need to export it using the BFME mod sdk 3dsmax plugin.
Also you cannot rename w3d models the normal way, they need to be re-exported with their new name otherwise it won't work.
#15
Posted 21 May 2009 - 20:47
#16
Posted 22 May 2009 - 08:35
#17
Posted 22 May 2009 - 16:31
If anyone knows...(I'll search for it,yet,only if I'll find it I'll post).
#18
Posted 22 May 2009 - 18:29
According to the forum I went to before you need to install the Direct X August 2008 package, it should contain those missing plugins.
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