Thats nice viator you are using gmax ? One friend downloaded it and when i came to his home and showed it to me i was preety confused (so he was) I really dont understand nothing from this program !thanks
i will also take a look how tankhunter works
Modding Q&A
#141
Posted 06 July 2005 - 10:34 PM
Mod Progress:
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Link : http://forums.revora...p?showforum=859
#142
Posted 06 July 2005 - 11:01 PM
you can download 30days trial version from here (85mb)
Edited by viator, 07 July 2005 - 04:33 AM.
#143
Posted 06 July 2005 - 11:02 PM
Thats nice viator you are using gmax ? One friend downloaded it and when i came to his home and showed it to me i was preety confused (so he was) I really dont understand nothing from this program !
GMAX is pretty much just like any other 3D tool. Even most level editors (especialy "Brush" based games like Quake and Half-Life) are almost the identical. they are basicly just tools for manipulating verticies and lines.
learning you first program can be kind of tough, and I don't recomend GMAX as a starter, but its not to hard once you know the basics. I would start with Hammer (HL1/2 level editor) it doesn't do models, but it can give you a good feeling of how to work in a 4 screen 3D enviroment.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#144
Posted 06 July 2005 - 11:44 PM
I tried the undercontruction scafolding and raise_hight_by_percent, but I learned that only works when "Constructing" not just being built by a building... I'm not sure what conditionstate an object has, if any, while being built by the factory.
my next thaught is the scafolding is actualy an Addon of the factory... the factory puchases an upgrade (temporarily) and gets the scafolding. the scafolding has a onetime animation of the mech being built... timetolive=xx scafolding dies at end of animation. ondeath creates the mech... I just need a simple scafolding model with the mech rising animation... I dn't understan animations much at all (never made one) but I might have time too look into it if I get a chance... or the alternative beg Viator to make it...
if the addon idea dosen't work I can just make a unit that is a "Mech builder" it is basicly a dozer with a robot arm.. you place the mechs on the ground and it builds them.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#145 Guest_Guest_*
Posted 07 July 2005 - 12:13 PM
Thats bad But the idea you 're up to now is good (Not as good as the first but...) So keep up i think that all of us want to see that in the next version !alright, my first idea for the scafolding building the mech on the pad didn't work............................................................................
.......if the addon idea dosen't work I can just make a unit that is a "Mech builder" it is basicly a dozer with a robot arm.. you place the mechs on the ground and it builds them.
#146
Posted 07 July 2005 - 04:28 PM
Thats bad But the idea you 're up to now is good (Not as good as the first but...) So keep up i think that all of us want to see that in the next version !
I gave a couple more tries the scafolding, but didn't have any luck. For the time being I'm going to make a mech constructor unit. Give it the same pre-requisists as the lowest mech it can build.
I've not given up on the scafolding building, ive still got just a couple ideas. I'm going to give it a few more tries, but a mech constructor unit is fast and easy. 20 minutes of work and its compleatly finished, so it will work for the short term. might even use both, depending on how it all goes.
could use help here...
is there a conditionstate for building a unit? I know there has to be one for building a building... the GLA worker uses it, but what about a building making a unit? are there any examples of a building having flashing lights, or working conveyors only when its busy making somehting??? Or is there a condition state for a unit BEING built... somthing akin to being_constructed for a building?
I'm looking for a way to either make a unit have an animated model while it is being built, OR animate the building while it is making the unit.
I've thaught of a couple ways to try and fake it but they didn't work to well...
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#147
Posted 07 July 2005 - 04:30 PM
Thats bad But the idea you 're up to now is good (Not as good as the first but...) So keep up i think that all of us want to see that in the next version !
I gave a couple more tries the scafolding, but didn't have any luck. For the time being I'm going to make a mech constructor unit. Give it the same pre-requisists as the lowest mech it can build.
I've not given up on the scafolding building, ive still got just a couple ideas. I'm going to give it a few more tries, but a mech constructor unit is fast and easy. 20 minutes of work and its compleatly finished, so it will work for the short term. might even use both, depending on how it all goes.
could use help here...
is there a conditionstate for building a unit? I know there has to be one for building a building... the GLA worker uses it, but what about a building making a unit? are there any examples of a building having flashing lights, or working conveyors only when its busy making somehting??? Or is there a condition state for a unit BEING built... somthing akin to being_constructed for a building?
I'm looking for a way to either make a unit have an animated model while it is being built, OR animate the building while it is making the unit.
I've thaught of a couple ways to try and fake it but they didn't work to well...
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#148
Posted 07 July 2005 - 05:13 PM
I have an idea why dont you remodell the warfactory and make one new warfactory just with bigger hangar (the same hangar [door etc] with the war factory but bigger)!!!! What do you think ? This should work fine !Thats bad  But the idea you 're up to now is good (Not as good as the first but...) So keep up i think that all of us want to see that in the next version !
I gave a couple more tries the scafolding, but didn't have any luck. For the time being I'm going to make a mech constructor unit. Give it the same pre-requisists as the lowest mech it can build...........................................................................
........................I've thaught of a couple ways to try and fake it but they didn't work to well...
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#149
Posted 07 July 2005 - 05:26 PM
What?a rescaled warfactory?noooo....i prefare the other options such as the mech building unit(if the hangard dont work)I have an idea why dont you remodell the warfactory and make one new warfactory just with bigger hangar (the same hangar [door etc] with the war factory but bigger)!!!! What do you think ? This should work fine !Thats bad  But the idea you 're up to now is good (Not as good as the first but...) So keep up i think that all of us want to see that in the next version !
I gave a couple more tries the scafolding, but didn't have any luck. For the time being I'm going to make a mech constructor unit. Give it the same pre-requisists as the lowest mech it can build...........................................................................
........................I've thaught of a couple ways to try and fake it but they didn't work to well...
#150
Posted 07 July 2005 - 05:37 PM
I have an idea why dont you remodell the warfactory and make one new warfactory just with bigger hangar (the same hangar [door etc] with the war factory but bigger)!!!! What do you think ? This should work fine !
Parts of the building could be rescaled to make a working hangar, but the coolest look would be to build the unit on a pad with scafolding and welding etc...
an oversized hangar is an option, but it's kinda weak... The contrcutor unit might be better than just a large-non-descript hangar. but as before, I will look at both options.
its being a but kicker but I will figure something out. i'm messing with just code right now. there are no screenies yet for a while to come.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#151
Posted 07 July 2005 - 09:50 PM
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#152
Posted 07 July 2005 - 10:33 PM
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MECH how good are you at modding
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#153
Posted 07 July 2005 - 11:15 PM
what .big file do you go to edit tool tips and im pretty sure you use a csf editor, correct?
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MECH how good are you at modding
I use "XCC Mixer" to edit them ."CSF Editor" blows goats... don't be mislead when I say " A CSF Editor" the program with the same name will give you hemroids if you use it... its that bad.
Generals.CSF (it is ok for you to smack yourself now) in the English folder. it has all the tool tips, just open them with CCX Mixer by clicking Launch, XCC String Table editor, open, then brouse to the Generals.csf
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#154
Posted 08 July 2005 - 01:00 AM
just a thought:Parts of the building could be rescaled to make a working hangar, but the coolest look would be to build the unit on a pad with scafolding and welding etc...
an oversized hangar is an option, but it's kinda weak... The contrcutor unit might be better than just a large-non-descript hangar. but as before, I will look at both options.
its being a but kicker but I will figure something out. i'm messing with just code right now. there are no screenies yet for a while to come.
i'm not sure if it's gonna work but what if to make an immobile unit that looks like building (or to give gla worker's ability to a building)?
#155
Posted 08 July 2005 - 01:03 AM
just a thought:
i'm not sure if it's gonna work but what if to make an immobile unit that looks like building (or to give gla worker's ability to a building)?
I thaught about that... I thinik the catch there is the unit still needs placement on the ground if it is "Constructed"
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#157
Posted 08 July 2005 - 01:50 PM
i have a little problem
as you can see there is a truck attached to fafnir and i have no idea if this is caused by model or code ... :/
lol thats all code... the truck's Draw module is stuck in with the fafnir object code.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#158
Posted 08 July 2005 - 02:12 PM
but did you use the dozer to make them, cuz thats a great start
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#159
Posted 08 July 2005 - 02:30 PM
Object Fafnir ; *** ART Parameters *** SelectPortrait = SLTankHunterBot ButtonImage = SSTankHunterBot Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = No;Yes DefaultConditionState Model = Fafnir IdleAnimation = Fafnir_SKL.Fafnir_STA 9999 9999 ; IdleAnimation = Uziel_SKL.Uziel_IDA ; IdleAnimation = Uziel_SKL.Uziel_IDB AnimationMode = ONCE End ConditionState = REALLYDAMAGED Model = Fafnir End ConditionState = RUBBLE Model = Fafnir End ConditionState = MOVING Model = Fafnir Animation = Fafnir_SKL.Fafnir_RNA 60 AnimationMode = LOOP End ConditionState = MOVING REALLYDAMAGED Model = Fafnir Animation = Fafnir_SKL.Fafnir_RNA 60 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankHunterRobot Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ; WeaponSet ; Conditions = None ; Weapon = PRIMARY UzielHowitzerGun_Main ; Weapon = SECONDARY UzielHowitzerGun_OffHand ; Weapon = TERTIARY LongRangeMissilesAir ; PreferredAgainst = TERTIARY AIRCRAFT ; End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 50 BuildTime = 1 VisionRange = 150 ShroudClearingRange = 300 ExperienceValue = 34 49 72 103 ExperienceRequired = 0 200 400 600 IsTrainable = Yes CrusherLevel = 2;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Cybr_AmericaGenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 580 InitialHealth = 580 SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL UzielLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 100.0 End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_UzielDebris FX = FINAL FX_GenericTankDeathExplosion End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 18.0 ; Height set to allow clear clipping of projectile stream GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45; minimum elevation angle above horizon. Used to limit shadow length End
it was built at supplycenter
Edited by viator, 08 July 2005 - 02:31 PM.
#160
Posted 08 July 2005 - 08:30 PM
as a suggestion, maybe there's a problem in the W3DZH.big
or just get it to build from the warfactory even if i looks bad, cuz i have a hunch on china's supply center being involved in this
Edited by stack111, 08 July 2005 - 08:32 PM.
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
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