1) Today i trying to modeling buildings, and i open easterling house (this problem i have with all ea buildings) BUT i see what this model "dont have texture" model have one color - , i able texture for this - ,
2) Questions about coding i make a model of ship and special skeleton for this, and i need to add arhers on bones i try this i make this code (down) to my ship ini but acrhes dont show in ship WHY?
Object GondorShip_Interface; *** ART Parameters *** SelectPortrait = UPGood_Battleship Draw = W3DScriptedModelDraw ModuleTag_HullDraw OkToChangeModelColor = Yes; temporarily commented out to remove the house color StaticModelLODMode = Yes; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = ARCHH ExtraPublicBone = ARCHH2 ExtraPublicBone = ARCHH3 ExtraPublicBone = ARCHH4 ExtraPublicBone = ARCHH5 ExtraPublicBone = ARCHH6 DefaultModelConditionState Model = gugondorgal WeaponLaunchBone = PRIMARY ARCHH End ModelConditionState = JUST_BUILT Model = gugondorgal End ModelConditionState = DAMAGED ARMORSET_PLAYER_UPGRADE Model = gugondorgal ;EnteringStateFX = FX_BuildingReallyDamaged ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes End ModelConditionState = REALLYDAMAGED ARMORSET_PLAYER_UPGRADE Model = gugondorgal End ModelConditionState = DYING ARMORSET_PLAYER_UPGRADE Model = gugondorgal End ModelConditionState = ARMORSET_PLAYER_UPGRADE Model = gugondorgal End ModelConditionState = DAMAGED Model = gugondorgal End ModelConditionState = REALLYDAMAGED Model = gugondorgal End ModelConditionState = DYING Model = gugondorgal End AnimationState = JUST_BUILT StateName = State_NotDamaged End IdleAnimationState StateName = State_NotDamaged End AnimationState = DYING StateName = State_NotDamaged ;EnteringStateFX = FX_BuildingReallyDamaged ParticleSysBone = FireBeam01 FireBoatBeam FollowBone:Yes ; front mast ParticleSysBone = FireBeam01 FireBoatBeamSmoke FollowBone:Yes ParticleSysBone = FireBeam02 FireBoatBeam FollowBone:Yes ; rear mast ParticleSysBone = FireBeam02 FireBoatBeamSmoke FollowBone:Yes ParticleSysBone = FireBeam02 FireBoatSmallEmbers FollowBone:Yes ParticleSysBone = FireFront FireBoatSmall FollowBone:Yes ParticleSysBone = FireRight FireBoatSmall FollowBone:Yes ParticleSysBone = FireLeft FireBoatSmall FollowBone:Yes ParticleSysBone = FireFront FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireRight FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireLeft FireBoatSmallSmoke FollowBone:Yes ParticleSysBone = FireFront FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireLeft FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireRight FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireBack FireBoatLarge FollowBone:Yes ParticleSysBone = FireBack FireBoatLargeEmbers FollowBone:Yes ParticleSysBone = FireBack FireBoatLargeSmoke FollowBone:Yes End AnimationState = DECELERATE StateName = State_NotDamaged End AnimationState = DAMAGED StateName = State_Damaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_NotDamaged" then CurDrawableSetTransitionAnimState("TRANS_ToDamaged") end EndScript End AnimationState = REALLYDAMAGED StateName = State_ReallyDamaged BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_NotDamaged" or Prev == "State_Damaged" then CurDrawableSetTransitionAnimState("TRANS_ToReallyDamaged") end EndScript End AnimationState = MOVING StateName = State_NotDamaged ParticleSysBone = WakeFront Wake FollowBone:Yes ParticleSysBone = WakeFront WakeBack2 FollowBone:Yes End TransitionState = TRANS_ToReallyDamaged StateName = TRANS_ToReallyDamaged EnteringStateFX = FX_BuildingReallyDamaged End TransitionState = TRANS_ToDamaged StateName = TRANS_ToDamaged EnteringStateFX = FX_BuildingReallyDamaged End End Draw = W3DSailModelDraw ModuleTag_Sail01Draw AttachToBoneInAnotherModule = SAIL_BONE01 MaxRotationDegrees = 45 DefaultModelConditionState Model = gugondorgal End ModelConditionState = JUST_BUILT Model = None End;--------- USER_1 Banner flag states --------------------------------------------------------------- ModelConditionState = USER_1 REALLYDAMAGED Model = gugondorgal End ModelConditionState = USER_1 DYING Model = gugondorgal End ModelConditionState = USER_1 Model = gugondorgal End;--------- Standard damaged states -------------------------------------------------------------------- ModelConditionState = REALLYDAMAGED Model = gugondorgal End ModelConditionState = DYING Model = gugondorgal End Draw = W3DSailModelDraw ModuleTag_Sail02Draw AttachToBoneInAnotherModule = SAIL_BONE02 MaxRotationDegrees = 45 ModelConditionState = JUST_BUILT Model = None End;--------- USER_1 Banner flag states --------------------------------------------------------------- ModelConditionState = USER_1 REALLYDAMAGED Model = gugondorgal End ModelConditionState = USER_1 DYING Model = gugondorgal End ModelConditionState = USER_1 Model = gugondorgal End;--------- Standard damaged states -------------------------------------------------------------------- ModelConditionState = REALLYDAMAGED Model = gugondorgal End ModelConditionState = DYING Model = gugondorgal End End; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = ELVEN_SHIP_THREAT_LEVEL TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE HealthBoxScale = 0.5 HealthBoxHeightOffset = -20 BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE VisionRange = GOODMEN_SHIP_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_BATTLESHIP CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CommandPoints = 50 CommandSet = GoodLargeShipCommandSet BuildTime = GOOD_BATTLESHIP_BUILDTIME BuildCost = GOOD_BATTLESHIP_BUILDCOST ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ; No reacting to meta impacting for us BuildFadeInOnCreateTime = 2; *** AUDIO Parameters ***; VoiceAttack = ElvenBattleShipAttack VoiceAttackCharge = ElvenBattleShipAttack VoiceAttackStructure = ElvenBattleShipAttack VoiceAttackMachine = ElvenBattleShipAttack VoiceCreated = ShipSalute VoiceFullyCreated = ShipSalute VoiceGuard = ElvenBattleShipMove VoiceMove = ElvenBattleShipMove VoiceMoveToCamp = ElvenBattleShipMove VoiceMoveWhileAttacking = ElvenBattleShipMove VoiceRetreatToCastle = ElvenBattleShipMove VoiceSelect = ElvenBattleShipSelect VoiceSelectBattle = ElvenBattleShipSelect SoundAmbient = ElvenBattleShipAmbienceMS SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundImpact = ImpactHorse SoundMoveLoop = ElvenBattleShipMoveLoopMS #include "..\..\..\includes\StandardUnitEvaEvents.inc"; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE LARGE_RECTANGLE_PATHFIND CAN_ATTACK SHIP HAS_HEALTH_BAR Body = ActiveBody ModuleTag_02 MaxHealth = GOOD_BATTLESHIP_HEALTH End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = GoodShipFunctions End Behavior = CreateObjectDie ModuleTag_SplashFX CreationList = OCL_BoatDeathSplashBack End Behavior = CreateObjectDie ModuleTag_SplashFX2 CreationList = OCL_BoatDeathSplashFront End ArmorSet Conditions = None Armor = LargeShipArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = LargeShipHeavyArmor DamageFX = None End LocomotorSet Locomotor = LargeShipLocomotor Condition = SET_NORMAL Speed = GOOD_SHIP_ANTI_SHIP_SPEED End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = ArcherHorde End Behavior = PhysicsBehavior ModuleTag_04 End Behavior = SquishCollide ModuleTag_06 End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End Behavior = ShipSlowDeathBehavior ModuleTag_Death DeathTypes = ALL SinkDelay = 0 SinkRate = 12.0; in Dist/Sec DestructionDelay = 10000;Sound = INITIAL GoodShipBattleSinkMS End Behavior = ProductionUpdate ModuleTag_UpgradeProducer GiveNoXP = Yes End Behavior = FlammableUpdate FlammableModuleTag_FireUpdate AflameDuration = 0 ; Burn until expressly put out. AflameDamageDelay = GOOD_SHIP_FIRE_DAMAGE_TIMEOUT; How often do I take damage from being on fire? AflameDamageAmount = GOOD_SHIP_FIRE_DAMAGE_AMOUNT; How much damage to I take per delay? FlameDamageLimit = GOOD_SHIP_FIRE_DAMAGE_HEALTH; How much flame damage do I need to take before starting on fire? FlameDamageExpiration = 100000 ; The time before resetting the health SetBurnedStatus = No DamageType = FORCE ; FORCE means 'any'; all damage makes ships burn. They're fragile. End;------------------- HEALING ----------------------------------------------------------------------- Behavior = AutoHealBehavior ModuleTag_CirdansCraftwork StartsActive = No TriggeredBy = Upgrade_CirdansCraftwork HealingAmount = GOOD_SHIP_REGEN_AMOUNT HealingDelay = GOOD_SHIP_REGEN_DELAY StartHealingDelay = GOOD_SHIP_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StatusBitsUpgrade ModuleTag_ModelCondition TriggeredBy = Upgrade_CirdansCraftwork CustomAnimAndDuration = AnimState:USER_1 AnimTime:0 TriggerTime:0 End;------------------- HEAVY ARMOR -------------------------------------------------------------------- Behavior = ArmorUpgrade ModuleTag_HeavyArmor TriggeredBy = Upgrade_ShipArmor End;/////////////////////////;// AISpecialPowers;///////////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End GeometryIsSmall = No Geometry = BOX GeometryMajorRadius = 100.0 GeometryMinorRadius = 30.0 GeometryHeight = 60.0 ; Contact point corners are slightly smaller than the geometry, as this; fits the mesh better. GeometryContactPoint = X:-95.0 Y:25.0 Z:60; 1 GeometryContactPoint = X:95.0 Y:25.0 Z:0 ; 8 GeometryContactPoint = X:95.0 Y:25.0 Z:60; 5 GeometryContactPoint = X:-95.0 Y:-25.0 Z:0 ; 3 GeometryContactPoint = X:95.0 Y:-25.0 Z:60; 6 GeometryContactPoint = X:95.0 Y:-25.0 Z:0 ; 7 GeometryContactPoint = X:-95.0 Y:-25.0 Z:60; 2 GeometryContactPoint = X:-95.0 Y:25.0 Z:0 ; 4 Shadow = SHADOW_VOLUMEEndChildObject GondorBattleShip GondorShip_Interface WeaponSet Conditions = None Weapon = PRIMARY ShipMissileRangefinder End ThreatBreakdown ElvenBattleShip_DetailedThreat AIKindOf = SHIP_BATTLESHIP End; *** AUDIO Parameters ***; VoicePriority = 50 SoundOnDamaged = GoodShipBattleDamageSmallMS SoundOnReallyDamaged = GoodShipBattleDamageMediumMS DisplayName = OBJECT:ElvenBattleShip;------------------------- Behavior = ShipSlowDeathBehavior ModuleTag_Death DeathTypes = ALL SinkDelay = 0 SinkRate = 12.0; in Dist/Sec DestructionDelay = 10000 Sound = INITIAL GoodShipBattleSinkMS EndBehavior = TransportContain ModuleTag_12 ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK Slots = 6 DamagePercentToUnits = 100% PassengerFilter = ANY +GondorArcher AllowOwnPlayerInsideOverride = Yes;// Normally, the Allies check encompasses OwnPlayer. but we reeeeally only want our own guys. AllowAlliesInside = Yes AllowEnemiesInside = No AllowNeutralInside = No ExitDelay = 0 ForceOrientationContainer = Yes;// otherwise contained units can't orient themselves towards their targets... PassengerBonePrefix = PassengerBone:ARCHH KindOf:INFANTRY ;//Left side -- so crew members use right handed animations BoneSpecificConditionState 1 PASSENGER_VARIATION_1 ;//Right side -- so crew members use left handed animations BoneSpecificConditionState 2 PASSENGER_VARIATION_2 ShowPips = No EjectPassengersOnDeath = No;// Don't eject. Otherwise the passengers will linger if the wagon is decomissioned. KillPassengersOnDeath = Yes FadeFilter = ALL UpgradeCreationTrigger = Upgrade_AllFactionUpgrade GondorArcher 6 End End
ps: sorry for big code and bad english
Edited by LordIstari, 06 August 2007 - 09:27 PM.