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#1 Hideyasu

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Posted 21 January 2016 - 02:07 PM

who should have the GDI Shatterer XML from Kane's Wrath, got all kinds packs but no idea how I make the XML structure

 

PLS Help



#2 Madin

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Posted 22 January 2016 - 12:23 AM

http://www.moddb.com...-17-source-code



#3 Hideyasu

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Posted 22 January 2016 - 12:10 PM

THX My Friend ;)



#4 Hideyasu

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Posted 22 January 2016 - 02:03 PM

ok I have the xml now installed in my mob, but I can not see in the game, the unit

 

use files on KW Artpack an KW source code

 

can not see the GDi shatterer

 

can you help me?



#5 Madin

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Posted 22 January 2016 - 05:24 PM

Check up tutorials for basic modding, including how to add units. There are tutorials like that on this site.



#6 Hideyasu

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Posted 22 January 2016 - 07:49 PM

How the unit I mastered, but the art packs do not fit with the model one over, it is fully cleared, it is because the TGA is better than DDS ?



#7 Hideyasu

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Posted 22 January 2016 - 09:26 PM

same problem with Slingshot

 

unbenanntp5svo.png

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Includes>
		<Include type="all" source="ART:Slingshot/GUAAtank_SKN.w3x"/>
		<Include type="all" source="ART:Slingshot/GUAAtank_SKL.w3x"/>
		<Include type="all" source="ART:Slingshot/GUAAtank_IDLA.w3x"/>
		<Include type="all" source="ART:Slingshot/GUAAtank.xml"/>
		<Include type="all" source="ART:Slingshot/GUAAtank_NRM.xml"/>
		<Include type="all" source="ART:Slingshot/GUAAtank_SPM.xml"/>
		<Include type="all" source="ART:Slingshot/GUAAtankD.xml"/>
		<Include type="all" source="ART:Slingshot/GUAAtankD_SKN.w3x"/>
		<Include type="all" source="ART:Slingshot/GUAAtankR.w3x"/>
		<Include type="all" source="ART:Slingshot/GUAAtank_FP.w3x"/>
		<Include type="all" source="ART:Slingshot/HCToBeRemoved.xml"/>
		<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml"/>
		<Include type="all" source="ART:FXTracerGDI.xml"/>
		<Include type="all" source="ART:FXTracerHeroic.xml"/>
		<Include type="instance" source="DATA:BaseObjects/BaseStructure.xml"/>
	</Includes>
	<GameObject
		id="GDIFlak"
		inheritFrom="BaseVehicle"
		SelectPortrait="Portrait_GDIFlak"
		ButtonImage="Portrait_GDIFlak"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="1400"
		BuildTime="14"
		CommandPoints="100"
		CommandSet="GDIFlakCommandSet"
		KindOf="PRELOAD SELECTABLE VEHICLE SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
		RadarPriority="UNIT"
		ThreatLevel="10"
		WeaponCategory="GUN"
		UnitCategory="VEHICLE"
		VoicePriority="176"
		ProductionQueueType="VEHICLE"
		EditorName="GDIFlak"
		TypeDescription="TYPE:GDIFlak"
		Description="DESC:GDIFlak">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:GDIFlak</DisplayName>
		<ArmorSet
			Armor="GDIFlakArmor"
			DamageFX="VehicleDamageFX"/>
		<LocomotorSet
			Locomotor="GDIFlakLocomotor"
			Condition="NORMAL"
			Speed="120"/>
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true"/>
		<Draws>
			<TankDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				InitialRecoilSpeed="1"
				MaxRecoilDistance="4.0"
				RecoilDamping="2.0"
				RecoilSettleSpeed="3.0">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GUAAtank_SKN"/>
					<Texture
						Original="GUAAtank"
						New="GUAAtankD"/>
						<WeaponFireFXBone
							WeaponSlotID="1"
							WeaponSlotType="PRIMARY_WEAPON"
							BoneName="BONE_WEAPON"/>
						<WeaponRecoilBone
							WeaponSlotID="1"
							WeaponSlotType="PRIMARY_WEAPON"
							BoneName="BONE_BARREL"/>
						<WeaponMuzzleFlash
							WeaponSlotID="1"
							WeaponSlotType="PRIMARY_WEAPON"
							BoneName="FXMUZZLEFLASH"/>
						<WeaponLaunchBone
							WeaponSlotID="1"
							WeaponSlotType="PRIMARY_WEAPON"
							BoneName="BONE_WEAPON"/>
						<Turret
							TurretNameKey="BONE_TURRET"
							TurretPitch="BONE_PITCH"
							TurretID="1"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="GUAAtank_FP"/>
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GUAAtank_SKN"/>
					<Texture
						Original="GUAAtank"
						New="GUAAtankD"/>
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="GDIPredDamagedFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXTracksR"
						FXParticleSystemTemplate="GDIPredDamagedSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="GUAAtankR"/>
					<Texture
						Original="GUAAtank"
						New="GUAAtankD"/>
					<ParticleSysBone
						BoneName="Bone_Turret"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Turret"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone_Turret"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GUAAtankR"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL">
					<Animation
						AnimNickName="IDLA"
						AnimationName="GUAAtank_IDLA"
						AnimationMode="LOOP"
						AnimationSpeedFactorMin="0.9"
						AnimationSpeedFactorMax="1.1" />
				</AnimationState>
			</TankDraw>
			<ScriptedModelDraw
				id="ModuleTag_Particles"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					Skeleton="">
					<Model
						Name="GUAAtank" />
					<ParticleSysBone
						BoneName="none"
						FXParticleSystemTemplate="GDIShattererHoverDust"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="none"
						FXParticleSystemTemplate="GDIShattererDustRocksDesert"
						FollowBone="true" />
				</ModelConditionState>       
			</ScriptedModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDraw"
				MinLength="75.0"
				MaxLength="75.0"
				Width="5.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="1"
				MaxTracersPerFrame="1"
				FrameLifeTime="20"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerGDI"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitLargeGDI">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0" />
				<ObjectStatusValidation
					ForbiddenStatus="WEAPON_UPGRADED_03"  />
			</TracerModelDraw>
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawVeterancy"
				MinLength="75.0"
				MaxLength="75.0"
				Width="5.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="1"
				MaxTracersPerFrame="1"
				FrameLifeTime="20"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerHeroic"
				UseAdditiveBlending="true"
				TracerHitFx="FX_BulletHitGDIAPHeroic">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_03" />
			</TracerModelDraw>
			<!--
			<TracerModelDraw
				id="ModuleTag_TracerModelDrawTungsten"
				MinLength="75.0"
				MaxLength="75.0"
				Width="5.0"
				MinSpeed="30"
				MaxSpeed="30"
				SweepSpeed="1.0"
				SpreadAngle="2.0"
				MinTracersPerFrame="1"
				MaxTracersPerFrame="1"
				FrameLifeTime="10"
				WeaponSlotType="PRIMARY_WEAPON"
				Texture="FXTracerTungsten"
				UseAdditiveBlending="true"
				TracerHitFx="FX_MidAirFlakExplosion">
				<HeadColor
					r="1.0"
					g="1.0"
					b="1.0"
					a="1.0" />
				<TailColor
					r="0.0"
					g="0.0"
					b="0.0" />
				<ObjectStatusValidation
					RequiredStatus="WEAPON_UPGRADED_01"  />
			</TracerModelDraw>
			-->
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_Weapon01SetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIAAScoutGun"/>
					<TurretSettings
						TurretTurnRate="360"
						TurretPitchRate="60"
						AllowsPitch="true"
						MinimumPitch="5d"
						PitchHeight="75%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3s"
				SinkRate="1.0"
				DestructionDelay="7s">
				<OCL
					Type="INITIAL">
					<OCL>OCL_GDIPredatorTankDebris</OCL>
				</OCL>
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
				<Sound
					Type="INITIAL"
					List="GDI_Slingshot_VoiceDie" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onDeath"
					FX="FX_GDIMammothExplode" />
			</FXListBehavior>
			<Physics
				id="ModuleTag_Physics"/>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true"/>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="200"/>
			<StancesBehavior
				id="ModuleTag_Stance"
				StanceTemplate="Generic"/>
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AllFactionUpgrade"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
			<xi:include href="DATA:Includes/GDICallForTransportForVehicle.xml"/>
			<xi:include href="DATA:Includes/GDICallForTransportForVehicleAI.xml"/>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS">
				<UnitAITargetChooserData
					SympathyRange="100"
					CanPickDynamicTargets="false"
					RotateToTargetWhenAiming="false"/>
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="3500"/>
		</Body>
		<Geometry
			IsSmall="false">
				<Shape
				     Type="BOX"
				     MajorRadius="19.2573"
				     MinorRadius="19.7738"
				     Height="13.576">
				    <Offset
					x="-0.666759"
					y="-0.122828"
					z="0.0"/>
				</Shape>
		</Geometry>
		<ShadowInfo
			Type="VOLUME"/>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"/>
	</GameObject>
</AssetDeclaration>

ART pack:

unbenannt2ayjzs.png



#8 Madin

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Posted 23 January 2016 - 03:31 AM

You need to make sure that you are using the Kane's Wrath version of the shaders.

Are you using the normal method to build your mod (buildmod.bat), or are you using Bibber's tools? (RA3 based mod studio).

 

If you are not suing Bibbers tools, get them! http://bibber.eu/dow...-sdk-expansion/



#9 Hideyasu

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Posted 23 January 2016 - 11:06 AM

Have followed your advice, but it has nothing changed.
tutorial I've looked upon but it is now nothing really stands out watching where my problem is.

I check everything again :/



#10 Madin

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Posted 23 January 2016 - 11:55 AM

You need to make sure that you are using the Kane's Wrath shaders. If you are using the models I linked too, then the shaders are part of the pack (in the source code inside the folder named 'Misc').

 

Using Bibbers adjusted mod sudio place add the shaders in the correct area so they can be compiled: "Copy Misc Files
As you may know there are files that need to be compiled (xml, w3x etc.) and files that just need to be copied (Mod.str, shaders, scripts) into the BIG file.
If you tick this option, all files you have put to "Mods\[ModName]\Misc" will added to the BIG file with the same directory structure like inside this folder. For example, "Mods\[ModName]\Misc\Data\Mod.str" will be copied to "BuiltMods\Mods\[ModName]\Data\Mod.str" and added to the BIG file as "Data\Mod.str".

 

The source code gives you an idea as to how to place the shaders in the correct area so they will be added to the mod.






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