Well my code up there should remove the module_tag1's draw fading... Can you post the code of the tree that is fading here?
Tree Transparency
#21
Posted 30 March 2013 - 12:22 PM
#22
Posted 30 March 2013 - 01:51 PM
Hopefully this is of use
#23
Posted 30 March 2013 - 09:27 PM
So in your map.ini you replaced the w3d tree draw module that contains the:
#24
Posted 31 March 2013 - 10:46 AM
No the code I posted before is from the games default INI which I haven't edited, my map ini looks like this
Sorry if this is all arse backwards but I myself am confused.
#25
Posted 01 April 2013 - 11:18 AM
My dear friend, you forgot to replace this module as well:
Draw = W3DTreeDraw ModuleTag_Opt_01 ModelName = FPTree01 TextureName = FPTree01.tga DoTopple = Yes ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce KillWhenFinishedToppling = No SinkDistance = 9; SinkTime = 20000; 20 seconds. TaintedTree = Yes FadeDistance = 270 FadeTarget = 100 End
As one can clearly see, it also has Fade parameters
#26
Posted 01 April 2013 - 02:08 PM
I really hate having to bother you further but I can't seem to implement this with out getting an error message saying that I'm trying to replace a w3d scripted module with a w3d tree module (Something along those lines), it's probably something blatantly obvious but I just can't get my head around it.
#27
Posted 05 April 2013 - 08:34 PM
What does the map.ini (of the object) look like you have now?
#28
Posted 06 April 2013 - 06:28 PM
Is the fade target the amount the object fades by?
Edited by Fudge, 06 April 2013 - 06:29 PM.
#29
Posted 07 April 2013 - 11:30 AM
ModuleTag_01 should be ModuleTag_Opt_01
and the existing ModuleTag_Opt_01 should be ModuleTag_Opt_01_New
I guess its the percentage which the object fades by, but you would have to test that
#30
Posted 07 April 2013 - 05:17 PM
Thanks for that but it's still not working as the trees aren't even appearing in game no matter what I change the fade distance and target to.
Here's what I've got in the map.ini right now
This has turned out to be really quite complicated, although that's due to my total lack of .ini knowledge
#31
Posted 07 April 2013 - 06:13 PM
Ok, I will see if i can make some time tonight to check this out through the use of worldbuilder and the likes...
#32
Posted 08 April 2013 - 12:19 AM
What if you remove those parameters? I'm not getting a fading tree though, but this may be because i'm working with BFME2: ROTWK... (not sure which one ur workin with?)
(these)
Edited by Ridder Geel, 08 April 2013 - 12:20 AM.
#33
Posted 08 April 2013 - 07:18 AM
Tired it and the tree isn't appearing at all, I'm playing BFME 1.
#34
Posted 10 April 2013 - 10:02 AM
Anybody got any other ideas? Hate to be pushy but I suppose I'm eager to release my Fangorn map.
#35
Posted 10 April 2013 - 04:52 PM
Do you need to be able to chop down the trees or not?
#36
Posted 10 April 2013 - 05:11 PM
Oh hey, just looked in WB scripts, maybe this one (if it exists in bfme1) works for ya:
Unit -> settings -> Camera fading
Try disabling that, but you will have to do it for all the objects... do it on one to test with i'd say
#37
Posted 10 April 2013 - 06:35 PM
Tried that already but it still fades.
#38
Posted 10 April 2013 - 07:08 PM
Eh... not sure you can do this. The thing is that the fading is being done completely by the TreeDraw Module, which controls engine-drawing functions. What you might try is replacing the TreeDraw with one that draws nothing:
ReplaceModule ModuleTag_Opt_01 Draw = W3DTreeDraw ModuleTag_Opt_01_NEW ModelName = NONE TextureName = NONE DoTopple = Yes ToppleFX = FX_ToppleTree BounceFX = FX_TreeBounce KillWhenFinishedToppling = No SinkDistance = 9; SinkTime = 20000; 20 seconds. TaintedTree = Yes FadeDistance = 270 FadeTarget = 100 End End End
Then just add a completely new W3DScriptedDraw module with the correct tree model... don't have BFME here so I can't give you the exact code (maybe RG can help). In theory this should cause the draw module to draw nothing with the tree effects, and draw the other one "normally" like you would with say, a unit model.
Can't say it will work 100% though .
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#39
Posted 10 April 2013 - 10:21 PM
That indeed was my last resort idea... (Since I'm not sure if ea used some sort of optimization for tree drawing)
Give me a few minutes and I'll put something together that might work
K try this, If it gives an error, remove the End, I'm not certain if it is required or not...
Object TreeF01 ; *** ART Parameters *** RemoveModule ModuleTag_Opt_01 End End
This should force the object to render via the w3d draw...
Edited by Ridder Geel, 10 April 2013 - 10:40 PM.
#40
Posted 10 April 2013 - 10:52 PM
Unfortunately now it's not appearing at all, bloody trees!
Oh and no only one end was required.
Edited by Fudge, 10 April 2013 - 10:52 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users