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Merging 2 models in one with renx


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#1 Grim

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Posted 10 May 2005 - 05:41 PM

Hello,

Here is the situation: I am trying to familiarize with renx but even with the tutorials that can be found here and there it is hard to find how to do what we want in a few time/steps.

I would like to make a model of a beer barrel on a cart, so i thought of using the winevat and the bombcart, and merge them to have what i needed.

So i imported both models in renx, moved and rotated them so as they look like a barrel on a cart, and exported the whole thing in a .W3D file, that i referenced in the ini file of the barrel on cart.

But in game, the thing is invisible. So i guess i missed something :p

If someone has an idea of how to get this right, he is very welcome.

Thank you
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#2 ched

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Posted 10 May 2005 - 06:03 PM

Hello,

Here is the situation: I am trying to familiarize with renx but even with the tutorials that can be found here and there it is hard to find how to do what we want in a few time/steps.

I would like to make a model of a beer barrel on a cart, so i thought of using the winevat and the bombcart, and merge them to have what i needed.

So i imported both models in renx, moved and rotated them so as they look like a barrel on a cart, and exported the whole thing in a .W3D file, that i referenced in the ini file of the barrel on cart.

But in game, the thing is invisible. So i guess i missed something :p

If someone has an idea of how to get this right, he is very welcome.

Thank you

<{POST_SNAPBACK}>


beer ? wtf are you trying to do lol :p
wel anyway not what i should be answering
the model is invisible because you didnt edit asset.dat (well i thinkn unless you didnt state it in your problem explanation)
anyway, use the assetbuilder released with patch 1.02 or assetbuilder by Sy, found on this website, just drag and drop your model and its skin in it, then replace the asset.dat, should work then

still waiting for that beer answer btw :sad:
Software is like sex; it's better when it's free ~Linus Torvald

#3 Grim

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Posted 10 May 2005 - 07:08 PM

First of all, Thank you for your reply.

Next to it, because i see you can't wait to have that answer right? :p I am doing a dwarven faction, i managed to code several units (axedwarves, axe throwing dwarves, engineers, dwarf berserker...), heroes (Gimli, Dori, a chief engineer), structures (dwarven barracks, mines, forge, workshop, watchtower, crypt (as gondor statue), beer barrel (as gondor well)) and now i'm working on some special units. I did a dwarven cannon and a dwarf throwing balista :p , and, here we are, i want to make a mobile beer barrel (that heals surrounding units). I've managed to make it a horde object that can go in combo with my dwarven hordes, and split when they need to (and it become an immobile object) but it has been done with the winevat model...without wheels it looks like a bit weird.

So that's why i want to put it on a cart, and make a new model of it.

But, because yes there is a but, i forgot to mention that i have changed the asset.dat with it as you say, but again but, you say "the model and its skin". Maybe my fault is here. In renx, i imported the file pmwinevat.W3D and pbombcart.W3D alone (do i need to import the textures by any method i don't know?) and when i exported my combined model, i saved it as carriedbeerbarrel.W3D in the art\W3D folder, and i edited asset.dat only with this last one.

So, what's up doctor? Is it bad? (for the model, not for my crazy dwarven ideas).

Thank you.
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#4 ched

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Posted 10 May 2005 - 08:08 PM

well the crazy dwarven faction rocks :p
and for the cart, did you give it a new texture ? cause you need to edit asset.dat then with the texture you have applied on your model (material editor and stuff)
if its not that, then it may be because your exported your model in a wrong way so you need to export it using the correct settings for each object (bounding box and stuff)
for further information on exporting, take a look a the various tutorials on the pinned topic named Tutorial links
good luck with that dwarven faction, sounds crazy and i happen to be crazy :p
Software is like sex; it's better when it's free ~Linus Torvald

#5 Hostile

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Posted 10 May 2005 - 09:39 PM

Well, a mobile beer barrel. Mmmm, how could we not have thought of that before? :p

#6 ched

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Posted 10 May 2005 - 10:05 PM

Well, a mobile beer barrel. Mmmm, how could we not have thought of that before? :p

<{POST_SNAPBACK}>


guess i was not thirsty enough :p
easy to code otherwise, but the idea is just brilliant
Software is like sex; it's better when it's free ~Linus Torvald

#7 Grim

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Posted 11 May 2005 - 02:44 PM

Thank you for your support :)

Well i thought it would be easy to do, but i don't get it yet :(

I'm working on the tutorials linked around, i've managed to do my first tank like hundred of us i guess :laugh: and tried to follow the unit modification to export the model correctly but it is still invisible ingame. I certainly am doing something wrong but i can't point at it yet.

Well in fact here is exactly what i did, maybe you'll be able to tell me the missing thing:

-Open renx
-Coolfile W3D importer ->"uncompressed W3D.BIG folder"\art\W3D\pmwievat.W3D and pbombcart.W3D Open both
-Rotate and move both objects so as it looks like a barrel on a cart
-Paintshop pro -> "uncompressed W3D.BIG folder"\art\texture\pwood.DDS and p_bombcart.DDS save as pwood.TGA and p_bombcart.TGA (in another folder)
-Renx -> bwinevat selected -> renegade material editor (chess icon) -> Make new renegade material -> Pass 1 -> Textures -> Stage 0 texture checked -> click none -> select pwood.tga
- pbombcart selected -> renegade material editor (chess icon) -> Make new renegade material -> Pass 1 -> Textures -> Stage 0 texture checked -> click none -> select pbombcart.tga
- on both : click Modifiers->UVW Coordinates->Unwrap UVW.
-Then i edited the texture mapping as i could (hard time)
-pmwinevat selected -> Utilities -> W3D tools -> checked "export geometry" and "normal" and did the same for pbombcart
-File -> Export -> "mymod folder"\art\W3D\carriedbeerbarrel.w3d -> save ->hierarchical model and smooth vertex normals across meshes -> ok
-asset builder -> drag and drop the files in textures and then all files in W3D included carriedbeerbarrel.w3d into it -> save to the asset.dat i include in game
-Open the ini with my carriedbeerbarrel unit, and change the model "pmwinevat" with "carriedbeerbarrel"
-Finally i compile my .big mod file and try it

And when i build it, it is still invisible :rolleyes:
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#8 pabtyf

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Posted 11 May 2005 - 08:32 PM

can you open it it w3dview?

#9 Grim

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Posted 11 May 2005 - 08:45 PM

Well i tried when you asked :rolleyes: And Yes i can.

I don't know what i am supposed to see in it, but in the meshed i can see the two objects with a W skin and in textures i can see the two files i used listed.
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#10 pabtyf

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Posted 11 May 2005 - 09:26 PM

you can see the wwskin in w3dview? hmmm.

so the model shows up in there alright, with the right textures. but the wwskin shouldn't be there, check the export settings for that, can't remember them off the top of my head and my pc with renx on has died.

If you get proclones infantry tutorial from the models section of the3rdage, it's got all the right settings in there.. :rolleyes:

#11 Grim

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Posted 11 May 2005 - 10:20 PM

Well the proclones infantry tutorial was my basis for the export, but i don't have bones and else, i just have a model (isn't it?) and i have set the export options as the skin of the soldier he mentions, as to say "export geometry" and "normal" checked.
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#12 Grim

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Posted 12 May 2005 - 10:23 PM

I have tried everything possible to my newbieness in modeling, but i still don't get it :(

I guess my barrel will scratch the ground longer than i thought unless some superman finds what's wrong or make it in 3 clicks and send it to me :huh:
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#13 eRe4s3r

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Posted 12 May 2005 - 10:28 PM

I have tried everything possible to my newbieness in modeling, but i still don't get it :(

I guess my barrel will scratch the ground longer than i thought unless some superman finds what's wrong or make it in 3 clicks and send it to me :huh:

<{POST_SNAPBACK}>


just doing a far shot in the dusk,

did u attach the 2 models together?

Aka the 2 models have only one name, and thats the name of the vinthing car .) and they are ONE object and not 2 seperate ones?

#14 Grim

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Posted 12 May 2005 - 11:56 PM

I tried to attach them, and without, same result.
Though i can't remember the name i gave to the whole attached object, maybe carriedbeerbarrel, or maybe pmwinevat, is that important?

By the way, may i ask you what "aka" stands for please? I see it everywhere, even in the code. I thought i guessed it and that it was something like "Aswell Known As" but in your sentence it doesn't sound like that at all :huh:

Thank you for your answer.
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#15 eRe4s3r

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Posted 13 May 2005 - 12:08 AM

I tried to attach them, and without, same result.
Though i can't remember the name i gave to the whole attached object, maybe carriedbeerbarrel, or maybe pmwinevat, is that important?

By the way, may i ask you what "aka" stands for please? I see it everywhere, even in the code. I thought i guessed it and that it was something like "Aswell Known As" but in your sentence it doesn't sound like that at all :huh:

Thank you for your answer.

<{POST_SNAPBACK}>


well, im not sure what is wrong with the model :grin:

but, aka stands for "like"

Like this a bad sentence,
Aka this a bad sentence ;)

atleast i hope thats properly explained .) dunno what Aka means, its just something ppl tend to use without particular thinking about it .)

it would be a good start saying the exact filenames of the w3d files u tried to merge and maybe even past some of the object code u replaced (yeah i mean the *whole* object part) ^^

Im not sure what u trying to do at all .) if u merge 2 static objects... well, then they are that, static objects .) just merged, so do you want to create a *moving* unit out of that or what or how .)

#16 Grim

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Posted 13 May 2005 - 12:44 AM

In order to be clear, here it is:

I want to do a thing that looks like a beer barrel that my dwarves can carry on the battlefield. I was using the winevat object for that, but it is a bit rough, and looks like more a static object than a carried one.

So my idea wat to merge pmwinevat.w3d and pbombcart.w3d, two static objects, without bones or animations (i don't care right now if the wheels doesn't move or so anyway). I want to put the winevat on the bombcart and save it as a new w3d model that i can use.

Here is my whole code for the barrel, my fake horde, and the combohorde for my dwarves to escort it. It works with the winevat at this time. When i test my carriedbeerbarrel i replace "PMWinevat" with "carriedbeerbarrel", carriedbeerbarrel.w3d being my w3d new file. (you want it you get it, sorry it's heavy).

;------------------------------------------------------------------------------
; Carried Barrel
Object CarriedBarrel
	ButtonImage 	 = BPGWell
	SelectPortrait 	 = BPGWell

	Draw = W3DScriptedModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
  DefaultModelConditionState
 	 Model = PMWinevat
  End
  

	End

; ***DESIGN parameters ***
	Side = Dwarves
	IsTrainable  = Yes
	EditorSorting = UNIT
	ThreatLevel = 1.0
	ThingClass = HORDE_UNIT
	CommandPoints = 15
	BuildCost = 500
	BuildTime = 30.0
    
	TransportSlotCount = 1
	
  ArmorSet
    Conditions = None
    Armor = TowerGuardArmor
    DamageFX = NormalDamageFX
  End
  ArmorSet
    Conditions = PLAYER_UPGRADE
    Armor = TowerGuardHeavyArmor
    DamageFX = NormalDamageFX
  End
 	 
  ; This is required so that the build phase lasts as long as the anim.
	BuildFadeInOnCreateTime = 2.0
	
	VisionRange = ISENGARD_BERSERKER_VISION_RANGE  
	ShroudClearingRange = SHROUD_CLEAR_STANDARD

	BountyValue = ISENGARD_BERSERKER_BOUNTY_VALUE 	 
	DisplayName 	 = OBJECT:CarriedBarrel
	CommandSet 	 = CarriedBarrelCommandSet
	CrushableLevel = 2 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 2;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
 

; *** AUDIO Parameters ***;

; *** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE ARMY_SUMMARY PATH_THROUGH_EACH_OTHER THROWN_OBJECT GRAB_AND_DROP
	PathfindDiameter = 30.0
 
  Body = ActiveBody ModuleTag_02
    CheerRadius = 350
    MaxHealth = 500
    MaxHealthDamaged = 500
  End

 
	Behavior = AIUpdateInterface ModuleTag_03
  AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS
  MoodAttackCheckRate        = 500
	;AILuaEventsList    =	InfantryFunctions
	;AttackPriority    =  AttackPriority_Archer
	End
	
	
  LocomotorSet
    Locomotor = RohanGimliLocomotor
    Condition = SET_NORMAL 
    Speed = 30  
  End
	Behavior = PhysicsBehavior ModuleTag_04
  GravityMult = 1.0
	End
   
	Behavior = SlowDeathBehavior ModuleTag_05
  DeathTypes = ALL 
  SinkDelay = 70000
  SinkRate = 1.0    ; in Dist/Sec
  DestructionDelay = 100000
      FX = HIT_GROUND FX_TrebPcHitGround
	End
  
	Behavior = SquishCollide ModuleTag_06
	End


  Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
    TriggeredBy = Upgrade_GondorForgedBlades
  End
  Behavior = ArmorUpgrade ArmorUpgradeModuleTag
    TriggeredBy = Upgrade_GondorHeavyArmor
    ArmorSetFlag = PLAYER_UPGRADE
  End
  Behavior = SubObjectsUpgrade Armor_Upgrade
    TriggeredBy = Upgrade_GondorHeavyArmor
    ExcludeSubobjects = Forged_Blade
  End
  Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
    TriggeredBy = Upgrade_GondorForgedBlades
    ShowSubObjects = Forged_Blade
  End

	Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
  EffectRadius 	 = 100; please update the decal size in experience lvl INI if you change this... the value there is about 2.2x the value here	
  PingDelay    = 2000;msec
  HealPercentPerSecond	= 2%
  AllowFilter    = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE    
	End

	Geometry = CYLINDER
	GeometryMajorRadius = 8.0
	GeometryMinorRadius = 8.0
	GeometryHeight = 19.2
	GeometryIsSmall = Yes
	Shadow = SHADOW_DECAL
	ShadowSizeX = 19;
	ShadowSizeY = 19;
	ShadowTexture = ShadowI;
End

;----------------------------------------------------------------------------------------------------------

Object CarriedBarrelHorde

; This is required for garrisoned objects - please put in all objects.
	ButtonImage	= UPDwarf
	SelectPortrait	= UPDwarf

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
     DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY SELECTED
  DefaultModelConditionState
 	 Model = None;InvisHrdeTmp5x2
  End

  ModelConditionState = HORDE_EMPTY
 	 Model = None
  End  
  
  ModelConditionState = WORLD_BUILDER
 	 Model = HordeMarkGUSol
  End  
	End
	
	Side = Dwarves
	EditorSorting = UNIT
	EmotionRange = 240
	DisplayName = OBJECT:CarriedBarrel
	CommandSet = CarriedBarrelCommandSet
	BuildCost = 750
	BuildTime = 30   
  

; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members

	UnitSpecificSounds
  VoiceDesperateAttack  = GondorSoldierVoiceDesperateCharge 
	End

 

	VisionRange = GONDOR_SOLDIER_HORDE_VISION_RANGE
	CommandPoints = 35
	
	FormationWidth = 2; Width it occupies in formations. Current choices are 1 or 2.
	FormationDepth = 1; Depth it occupies in formations. Current choices are 1 or 2.
	
  CrushableLevel = 0 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0
  
    TransportSlotCount = 1
	KindOf = SELECTABLE INFANTRY HORDE ARMY_SUMMARY IMMOBILE
	
	Body = ImmortalBody ModuleTag_ImmortalBody
  MaxHealth = 1
	End
	
	Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
  AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
  MoodAttackCheckRate 	 = 500
  MaxCowerTime    =	2000
  MinCowerTime    =	0
  AILuaEventsList    = InfantryFunctions; 
  AttackPriority    = AttackPriority_Archer
	End

	Behavior = HordeContain ModuleTag_HordeContain
  ObjectStatusOfContained = 
  InitialPayload = CarriedBarrel 1
  Slots = 1
  PassengerFilter	= NONE +INFANTRY
  ShowPips = No
  ThisFormationIsTheMainFormation = Yes;Used to determine which armorset to use (and anything else we want!)

  RankInfo = RankNumber:1 UnitType:CarriedBarrel  Position:X:0 Y:0
	;RanksToReleaseWhenAttacking = 1

  ComboHorde = Target:AxeDwarfHorde Result:CarriedBarrelDoubleHorde
   	 ;ComboHorde = Target:AxemanHordeBlock Result:AxeDwarfDoubleHorde
	;ComboHorde = Target:CarriedBarrel Result:CarriedBarrelHorde

	;AlternateFormation = AxemanHordeBlock
  MeleeAttackLeashDistance = 0; How far the hordes can move from the center of the horde when melee attacking.
  BackUpMinDelayTime  = 1	; The minimum amount of time to delay before backing up
  BackUpMaxDelayTime  = 3000	; The maximum amount of time to delay before backing up
  BackUpMinDistance  = 1  ; The minimum number of cells to backup
  BackUpMaxDistance  = 3  ; The maximum number of cells to backup
  BackupPercentage  = 80%	; The amount of chance that a unit will back up.
	End

	Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
  GravityMult = 1.0
	End
	
	Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
	End
  
	LocomotorSet
  Locomotor     = NormalMeleeHordeLocomotor
  Condition     = SET_NORMAL
  Speed         = 0
	End
	
	Behavior = ProductionUpdate ProductionUpdateModuleTag
  GiveNoXP = Yes
	End

	Behavior = LevelUpUpgrade ModuleTag_BasicTraining
  TriggeredBy = Upgrade_GondorBasicTraining Upgrade_TechnologyGondorBasicTraining
  RequiresAllTriggers = Yes
  LevelsToGain = 1
  LevelCap = 2
	End
	
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
  TriggeredBy = Upgrade_GondorForgedBlades Upgrade_TechnologyGondorForgedBlades
  RequiresAllTriggers = Yes
	End
	
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
  TriggeredBy = Upgrade_GondorHeavyArmor Upgrade_TechnologyGondorHeavyArmor
  RequiresAllTriggers = Yes
	End

	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
  TriggeredBy = Upgrade_GondorHeavyArmor Upgrade_TechnologyGondorHeavyArmor
  RequiresAllTriggers = Yes
	End
	
	Geometry = BOX
	GeometryMajorRadius = 20.0
	GeometryMinorRadius = 20.0
	GeometryHeight = 20.0
	GeometryIsSmall = No
End

;-------------------------------------------------------------------------------

Object CarriedBarrelDoubleHorde

; This is required for garrisoned objects - please put in all objects.
	ButtonImage	= UPDwarf
	SelectPortrait	= UPDwarf

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
     DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING
  DefaultModelConditionState
 	 Model = None;InvisHrdeTmp5x1
  End
  ModelConditionState = HORDE_EMPTY
 	 Model = None
  End  
  ModelConditionState = WORLD_BUILDER
 	 Model = HordeTemp_7By6
  End
	End
	
	Side = Dwarves
	EditorSorting = UNIT
	EmotionRange = 240
	DisplayName = OBJECT:CarriedBarrelDoubleHorde
	
	WeaponSet
  Conditions = None 
  Weapon = PRIMARY    NormalMeleeHordeRangefinder
	End

; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members

  BuildCost = 400
  BuildTime = 40 	 
	VisionRange = 150
	CommandPoints = 40
	CommandSet = CarriedBarreldoublehordeCommandSet   
	FormationWidth = 2; Width it occupies in formations. Current choices are 1 or 2.
	FormationDepth = 1; Depth it occupies in formations. Current choices are 1 or 2.
	
	CrushableLevel = 0 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel = 0
  
    TransportSlotCount = 1
	KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE 

	Body = ImmortalBody ModuleTag_ImmortalBody
  MaxHealth = 1
	End
	
	Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate111
  AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
  MoodAttackCheckRate 	 = 500
  MaxCowerTime    = 5000
  MinCowerTime    = 3000
  AILuaEventsList    = InfantryFunctions  
  AttackPriority    = AttackPriority_Archer
	End

  Behavior = HordeContain ModuleTag_HordeContain
    ObjectStatusOfContained = 
    InitialPayload = AxeDwarf 5
    InitialPayload = CarriedBarrel 1
    Slots = 6
    PassengerFilter = NONE +INFANTRY
    ShowPips = No
    ThisFormationIsTheMainFormation = Yes
    RankInfo = RankNumber:1 UnitType:CarriedBarrel Position:X:0 Y:0
    RankInfo = RankNumber:2 UnitType:AxeDwarf Position:X:10 Y:-15 Position:X:10 Y:15 Position:X:-10 Y:-15 Position:X:-10 Y:15 Position:X:30 Y:0
    RanksToReleaseWhenAttacking = 2
    MeleeAttackLeashDistance = 25
  SplitHorde = SplitResult:AxeDwarfHorde 	 UnitType:AxeDwarf
  SplitHorde = SplitResult:CarriedBarrelHorde 	 UnitType:CarriedBarrel
	End

	Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde111
  SpecialPowerTemplate      = SpecialAbilitySplitHorde
	End

	Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior111
  GravityMult = 1.0
	End
	
    Behavior = EmotionTrackerUpdate	Module_EmotionTracker111
  TauntAndPointDistance  =	INFANTRY_TAUNT_POINT_RADIUS	; max distance to taunted/pointed objet
 	 TauntAndPointUpdateDelay	=	1000; how often scan (milliseconds)
 	 TauntAndPointExcluded  =	NONE
  AfraidOf   	 =	NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well.
  AlwaysAfraidOf    =	NONE +MordorBalrog +RohanOathbreaker +MordorSauron;+MordorWitchKing +MordorWitchKingOnFellBeast
 	 PointAt    =	NONE +MordorFellBeast +MordorWitchKingOnFellBeast 
 	 HeroScanDistance  =	150
 	 FearScanDistance  =	CAVALRY_FEAR_SCAN_RADIUS
 	 
  AddEmotion   	 =	Terror_Base
  
 	 AddEmotion   	 =	OVERRIDE Point_Base
    Duration 	 =	2500
 	 End
 	 
 	 AddEmotion   	 =	Taunt_Base
  AddEmotion   	 =	CheerIdle_Base
 	 AddEmotion   	 =	CheerBusy_Base
 	 
 	 AddEmotion   	 =	OVERRIDE HeroCheerIdle_Base
  ;StartFXList    =	RohirrimHeroCheerSound    
 	 End
 	 AddEmotion   	 =	OVERRIDE HeroCheerBusy_Base
 	 ;StartFXList    =	RohirrimHeroCheerSound    
 	 End
  AddEmotion	=	Alert_Base
  
  End  
    
  LocomotorSet
    Locomotor = NormalMeleeHordeLocomotor
    Condition = SET_NORMAL
    Speed = 30
  End

	Behavior = ProductionUpdate ProductionUpdateModuleTag111
  GiveNoXP = Yes
	End
  Behavior = LevelUpUpgrade ModuleTag_BasicTraining111
    TriggeredBy = Upgrade_GondorBasicTraining Upgrade_TechnologyGondorBasicTraining
    RequiresAllTriggers = Yes
    LevelsToGain = 1
    LevelCap = 2
  End
  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality111
    TriggeredBy = Upgrade_GondorForgedBlades Upgrade_TechnologyGondorForgedBlades
    RequiresAllTriggers = Yes
  End
  Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2111
    TriggeredBy = Upgrade_GondorHeavyArmor Upgrade_TechnologyGondorHeavyArmor
    RequiresAllTriggers = Yes
  End
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality1111
  TriggeredBy = Upgrade_GondorFireArrows Upgrade_TechnologyGondorFireArrows
  RequiresAllTriggers = Yes
	End	

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 20.0
  GeometryHeight = 20.0
  GeometryIsSmall = No
End

And thank you for explaining what is "aka" :huh:
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#17 pabtyf

pabtyf

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Posted 13 May 2005 - 08:42 AM

just a thought.. Have you considered adding the barrel to the porter model? It's got all the anims and everything..I think they may even be a barrel on his cart

#18 eRe4s3r

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Posted 13 May 2005 - 10:23 AM

well, i cant spot a error in the ini, so it has to be the model, maybe im gonna merge them myself and look what happens .)

#19 Grim

Grim

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Posted 13 May 2005 - 12:07 PM

>Pabtyf

I thought merging 2 static objects would be easier for the 3D modeling newbie i am than trying to put my barrel on an animated model.
For several other reasons i didn't try this, like that i already use the porter for another purpose (cannonballs carrier for the dwarven cannon) and i made my barrel so it can be escorted by my dwarves and split to be left on the battlefield.

But well, i think i'll have a try, why not.

>eRe4s3r

Thank you for your support. I hope you'll make it :huh:
Posted Image

#20 eRe4s3r

eRe4s3r
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Posted 13 May 2005 - 01:13 PM

mhh, since it doesnt show up,

u sure

1) u make the asset.dat file correctly
2) you are adding the asset.dat file to a big file
3) your textures are in the correct places?
4) your mod is in big format?


ok now my test with merging,
here u see the way i did merge it, it would show up in game, but since i dont wanna mess with *my* ini files atm i cant really test it, u just have to run assetbuilder.exe and get it all right .)

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the w3d replacement is only cuz i didnt extract the textures of them, if u include it in the game it will be automaticall have the right textures


heres my model in w3d format

Attached Files


Edited by eRe4s3r, 13 May 2005 - 01:17 PM.





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