New Unit
Karias 17 Sep 2008
can sum1 gimmi a tutorial to add a new unit? i know there is one at page 2 but that one adds an overload into the america war factory. i need a tutorial on how to add a new unit that i made(i dun care about the skin). I converted the unit in to W3D format and i saved it in
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:
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:
Zeke 17 Sep 2008
If the model is invisible it means the game can't find the model
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.
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.
Deformat 14 May 2009
Sorry to bump...
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.
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.
Futschki 14 May 2009
uhm u necroed an 9 month old topic when you couldve started a new one ...
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
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
Deformat 15 May 2009
@Abourror:Yeah,I know that,yet,its pretty weird.It simply can't find it.I can't see where I did wrong.I exported it from 3DSMAX with the correct name,in a new folder called Art,in a new folder called W3D.And I put the textures in TGA format in the Textures folder in Art.
Yet,still:Nothing.Its just a replacement for the Battlemaster,so I can start learning Gen. coding better.
Yet,still:Nothing.Its just a replacement for the Battlemaster,so I can start learning Gen. coding better.
Zeke 15 May 2009
check the name so that it doesn't pass the limit, I made a mistake in my above post the limit is 13 characters.
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)
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)
Deformat 15 May 2009
Hm,I saw that it said shockwave thing...
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.
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.
Deformat 21 May 2009
Sorry to bump(I'm not too used to) but,any other ideas in fixing this issue?
Zeke 21 May 2009
I don't understand, do you have the BFME2 mod sdk installed?
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.
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.
Deformat 21 May 2009
Yes,I understood,but,the problem is that I did install the BFME2 pack,but,it gives me an error sort of like "Couldn't initialize Max2w3d.dle" plugin or such thing.Ideas in fixing this?I use 3dsmax 7.
JJ 22 May 2009
Oh, not that problem. Had it at my laptop, still not fixed yet. IIRC someone said something about having a too advanced version of DirectX or something.
Deformat 22 May 2009
True,I also have a laptop.
If anyone knows...(I'll search for it,yet,only if I'll find it I'll post).
If anyone knows...(I'll search for it,yet,only if I'll find it I'll post).
Zeke 22 May 2009
I had the same problem, from what I understand your missing certain plugins from the older versions of direct x or something like that.
According to the forum I went to before you need to install the Direct X August 2008 package, it should contain those missing plugins.
According to the forum I went to before you need to install the Direct X August 2008 package, it should contain those missing plugins.