Merging 2 models in one with renx
#1
Posted 10 May 2005 - 05:41 PM
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
If someone has an idea of how to get this right, he is very welcome.
Thank you
#2
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
If someone has an idea of how to get this right, he is very welcome.
Thank you
beer ? wtf are you trying to do lol
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
#3
Posted 10 May 2005 - 07:08 PM
Next to it, because i see you can't wait to have that answer right? 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 , 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.
#4
Posted 10 May 2005 - 08:08 PM
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
#5
Posted 10 May 2005 - 09:39 PM
Save the environment, use green text
Some Bullshit Somewhere
#6
Posted 10 May 2005 - 10:05 PM
Well, a mobile beer barrel. Mmmm, how could we not have thought of that before?
guess i was not thirsty enough
easy to code otherwise, but the idea is just brilliant
#7
Posted 11 May 2005 - 02:44 PM
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 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
#8
Posted 11 May 2005 - 08:32 PM
#10
Posted 11 May 2005 - 09:26 PM
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..
#13
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
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
Posted 12 May 2005 - 11:56 PM
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
Thank you for your answer.
#15
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
Thank you for your answer.
well, im not sure what is wrong with the model
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
Posted 13 May 2005 - 12:44 AM
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"
#17
Posted 13 May 2005 - 08:42 AM
#18
Posted 13 May 2005 - 10:23 AM
#19
Posted 13 May 2005 - 12:07 PM
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
#20
Posted 13 May 2005 - 01:13 PM
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 .)
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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