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#201 viator

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Posted 28 July 2005 - 04:57 PM

... the only problem is that i don't have any models to work with and i don't know how to make models...

and what would you like to know about modeling? :mellow:
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#202 stack111

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Posted 28 July 2005 - 05:11 PM

umm how to use gmax, and its plugin to make a model, then how to import/export w3ds and how to make .dds files for my w3ds

thanks

i heard that i should use something else instead of renx to make models for Zero hour?

Edited by stack111, 28 July 2005 - 05:13 PM.

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#203 Pendaelose

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Posted 28 July 2005 - 05:18 PM

umm how to use gmax, and its plugin to make a model, then how to import/export w3ds and how to make .dds files for my w3ds

thanks

i heard that i should use something else instead of renx to make models for Zero hour?

<{POST_SNAPBACK}>


3D Studio Max is definatly the prefered editor, but RenX is free.

For RenX there are several good tutorials on the sites I've given you (like 5 times now, 2wice by email and atleast 2wice in the forum)
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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.


#204 viator

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Posted 28 July 2005 - 05:35 PM

umm how to use gmax, and its plugin to make a model, then how to import/export w3ds and how to make .dds files for my w3ds

thanks

i heard that i should use something else instead of renx to make models for Zero hour?

<{POST_SNAPBACK}>


please be more specific :mellow:
maybe you have some model that you would like to import-edit, and we could use as an example?

Edited by viator, 28 July 2005 - 05:38 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#205 M.E.C.H.

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Posted 28 July 2005 - 11:50 PM

please be more specific :w00t:
maybe you have some model that you would like to import-edit, and we could use as an example?

<{POST_SNAPBACK}>

I think that he wants to create new models and butcher some other onnes to combine and create a new unit ! Correct me if im wrong stack...
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#206 stack111

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Posted 29 July 2005 - 02:09 AM

yep what mech said, and thanks for reminding me pendaelose, i forgot
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#207 viator

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Posted 29 July 2005 - 08:59 AM

hmm, maybe first try tutorials that are for download on gmax site - here

gmax forum

nice tutorial for beginners
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#208 stack111

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Posted 29 July 2005 - 04:34 PM

i read some of a turtorial pend gave me, and it said i need to go to the control bar and go to create, then to spline, and i guess i can drag a line

but then he said i can start with a box and edit the vertixes, but when i read about editing vertixes i got confused, so can someone clarify how i start with a box and edit it to make what ever i want
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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#209 Pendaelose

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Posted 29 July 2005 - 04:49 PM

i read some of a turtorial pend gave me, and it said i need to go to the control bar and go to create, then to spline, and i guess i can drag a line

but then he said i can start with a box and edit the vertixes, but when i read about editing vertixes i got confused, so can someone clarify how i start with a box and edit it to make what ever i want

<{POST_SNAPBACK}>


if your working on an exsisting model... select any ONE object (is some cases this is the whole model, others just the Chassis or Turret) right click on it, Convert to... I use editable poly. Then you can right click on the object again and there should be a new option, Select Sub Object, vertecies. now you can drag around single verts to reshape an object. To select another object again go back to select sub object and choose "Top level"
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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.


#210 viator

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Posted 29 July 2005 - 09:24 PM

when you want to create a new model, you can start with whatever you want, spline, patch, box, it really depend on you and what are you gonna to model. For example i made ucavs starting with quad-patch, and Fafnir is made from boxes and cylinders.
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#211 Calamity_Jones

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Posted 30 July 2005 - 09:25 AM

Hi I'm from Only War...

I've been making an AI of late and having immense trouble with parts of it...

The world builder scripting isn't a problem, I can do that, I understand that.....

But... AIData.INI is driving me mad! It always makes my game produce the critical error message when I edit it... Not only that but the release crash info thing just says the error is with line "AIData" which is the first...

Could somebody help me please....

I suspect it's the x and y co-ordinates causing my troubles...

(If anyone wants advice on mapping and/or scripting I'll gladly give :D)

Edited by Calamity_Jones, 30 July 2005 - 10:01 AM.

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#212 Pendaelose

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Posted 30 July 2005 - 04:33 PM

Hi I'm from Only War...

I've been making an AI of late and having immense trouble with parts of it...

The world builder scripting isn't a problem, I can do that, I understand that.....

But... AIData.INI is driving me mad! It always makes my game produce the critical error message when I edit it... Not only that but the release crash info thing just says the error is with line "AIData" which is the first...

Could somebody help me please....

I suspect it's the x and y co-ordinates causing my troubles...

(If anyone wants advice on mapping and/or scripting I'll gladly give :))

<{POST_SNAPBACK}>


Very cool... I like your mod. I'm a huge W40K fan.

I usualy try not to touch the aidata.ini if I can help it :D when I do have to, instead of changing the coordinates i change building names and leave them where the old one used to be. then, if you need an aditional building and there isn't a pre-set location for it have the AI build it on the flank or front. Thats the only advice I can give.
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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.


#213 Calamity_Jones

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Posted 30 July 2005 - 08:54 PM

Thanks :sad:

I think I tried that at first but it didn't work... The problem is our buildings are.. .well.. .huge compared to original zh ones :D

I'll give it a go at some point... otherwise I guess i'll have to try and get the AI to build everything on flanks and perimiters... or at supply docks...

edit:

I must have been blessed by the gods because it actually worked this time...

irritatingly I've gotta be up in 4 hrs to go on holiday :)

at least i have the problem solved..

maybe you have some sort of infectious good luck Pendaelose lol

Edited by Calamity_Jones, 30 July 2005 - 10:25 PM.

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#214 M.E.C.H.

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Posted 31 July 2005 - 01:30 AM

maybe you have some sort of infectious good luck Pendaelose lol

<{POST_SNAPBACK}>

Yeah he got that !!!! He is very good :cool: !
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#215 Pendaelose

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Posted 02 August 2005 - 05:01 PM

If a file exsists in the Contra.big AND in a sub-folder, will ZH use the .big or the uncompressed file?

an example, if I add the skermishscripts.scb to the .big file will it override the one in the scripts folder?
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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.


#216 viator

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Posted 02 August 2005 - 06:08 PM

If a file exsists in the Contra.big AND in a sub-folder, will ZH use the .big or the uncompressed file?

an example,  if I add the skermishscripts.scb to the .big file will it override the one in the scripts folder?

<{POST_SNAPBACK}>

i'm not sure but i think that uncompressed files have higher priority
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#217 Pendaelose

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Posted 02 August 2005 - 07:53 PM

i'm not sure but i think that uncompressed files have higher priority

<{POST_SNAPBACK}>


I dunno for sure, but I thaught it might be the other way around. I may just have to test it... :rolleyes:

Edited by Pendaelose, 02 August 2005 - 08:10 PM.

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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.


#218 Pendaelose

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Posted 02 August 2005 - 08:15 PM

I had an idea for the stinger site. I'm looking for the best way to make it work.

normaly a stinger site has 3 troops inside... I'm thinking an upgrade for 5 troops. either a flat upgrade that adds them to all sites, OR a purchase made at the site...

the catch is I don't think the Spawn behavior can be modified... the extra 2 troops would have to be somekind of addon similare to the troop on the back of the marauder, maybe both troops as a single model (both bodies spaced away from the 0 position)... I'm looking for ideas on how to do it.
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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.


#219 M.E.C.H.

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Posted 03 August 2005 - 11:31 AM

I had an idea for the stinger site.  I'm looking for the best way to make it work.

normaly a stinger site has 3 troops inside...  I'm thinking an upgrade for 5 troops.  either a flat upgrade that adds them to all sites, OR a purchase made at the site...

the catch is I don't think the Spawn behavior can be modified...  the extra 2 troops would have to be somekind of addon similare to the troop on the back of the marauder, maybe both troops as a single model (both bodies spaced away from the 0 position)...  I'm looking for ideas on how to do it.

<{POST_SNAPBACK}>

I think that this should not be that good, as a new turret for gla, but if you really like it then i think that you must make the stinger site bigger to look more beautifull cause if there are 5 troops in a small hole then it's not good at all.... :rolleyes:
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Mod Progress:
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Link : http://forums.revora...p?showforum=859

#220 Pendaelose

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Posted 03 August 2005 - 03:01 PM

I think that this should not be that good, as a new turret for gla, but if you really like it then i think that you must make the stinger site bigger to look more beautifull cause if there are 5 troops in a small hole then it's not good at all.... :p

<{POST_SNAPBACK}>


don't forget that Remix troops are half the size...
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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.





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