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#141 M.E.C.H.

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Posted 06 July 2005 - 10:34 PM

thanks :rolleyes:
i will also take a look how tankhunter works

<{POST_SNAPBACK}>

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 !
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#142 viator

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Posted 06 July 2005 - 11:01 PM

i use 3ds max 7
you can download 30days trial version from here (85mb) :rolleyes:

Edited by viator, 07 July 2005 - 04:33 AM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#143 Pendaelose

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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 !

<{POST_SNAPBACK}>


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.
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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 Pendaelose

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Posted 06 July 2005 - 11:44 PM

alright, my first idea for the scafolding building the mech on the pad didn't work...

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.
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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_*

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Posted 07 July 2005 - 12:13 PM

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.

<{POST_SNAPBACK}>

Thats bad :sad: 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 !

#146 Pendaelose

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Posted 07 July 2005 - 04:28 PM

Thats bad  :sad:  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 !

<{POST_SNAPBACK}>


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...
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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 Pendaelose

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Posted 07 July 2005 - 04:30 PM

Thats bad  :sad:  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 !

<{POST_SNAPBACK}>


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...
Posted Image
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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 M.E.C.H.

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Posted 07 July 2005 - 05:13 PM

Thats bad  :rolleyes:  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 !

<{POST_SNAPBACK}>


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...

<{POST_SNAPBACK}>

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 ! :sad:
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#149 s@m

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Posted 07 July 2005 - 05:26 PM

Thats bad  :rolleyes:  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 !

<{POST_SNAPBACK}>


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...

<{POST_SNAPBACK}>

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 ! :sad:

<{POST_SNAPBACK}>

What?a rescaled warfactory?noooo....i prefare the other options such as the mech building unit(if the hangard dont work)

#150 Pendaelose

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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 !  :sad:

<{POST_SNAPBACK}>


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.
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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 M.E.C.H.

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Posted 07 July 2005 - 09:50 PM

As is said so many times i would gladly helped you but im a newbie in moding issues... :rolleyes: Thats what i meant "sam" a part of the warfactory resized not the whole building !!! :rolleyes: Καλα εισαι πολυ αγγλος... :) And for making it clear i meant the hangar (the door [the room that units come out from]) being resized ! So pendaelose if you dont have any other ways try this it might look good ! :sad:
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#152 stack111

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Posted 07 July 2005 - 10:33 PM

what .big file do you go to edit tool tips and im pretty sure you use a csf editor, correct?
----------------------
MECH how good are you at modding
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#153 Pendaelose

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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?
----------------------
MECH how good are you at modding

<{POST_SNAPBACK}>


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
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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 viator

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Posted 08 July 2005 - 01:00 AM

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.

<{POST_SNAPBACK}>

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)? :sad:
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#155 Pendaelose

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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)?  :sad:

<{POST_SNAPBACK}>


I thaught about that... I thinik the catch there is the unit still needs placement on the ground if it is "Constructed"
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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.


#156 viator

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Posted 08 July 2005 - 01:45 PM

i have a little problem
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as you can see there is a truck attached to fafnir and i have no idea if this is caused by model or code ... :/
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#157 Pendaelose

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Posted 08 July 2005 - 01:50 PM

i have a little problem
Posted Image
as you can see there is a truck attached to fafnir and i have no idea if this is caused by model or code ... :/

<{POST_SNAPBACK}>


lol thats all code... the truck's Draw module is stuck in with the fafnir object code.
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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 stack111

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Posted 08 July 2005 - 02:12 PM

wow thats interesting, i guess you changed something with the truck, but you need to check the ini to make sure you dont have any truck code in the draw model,

but did you use the dozer to make them, cuz thats a great start
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#159 viator

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Posted 08 July 2005 - 02:30 PM

i've just modified tankhunter's code
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 :p

Edited by viator, 08 July 2005 - 02:31 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#160 stack111

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Posted 08 July 2005 - 08:30 PM

with my experience at making new units :ninja: :blink: i can't find anything wrong with that

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 :p

Edited by stack111, 08 July 2005 - 08:32 PM.

Posted Image
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