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
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
Posted 22 January 2016 - 12:10 PM
THX My Friend
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?
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.
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 ?
Posted 22 January 2016 - 09:26 PM
same problem with Slingshot
<?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:
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/
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 :/
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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