Hi,
I'm trying to understand how subobjects work for the BFME games--namely ROTWK and its mods. I'm very new to modding, so I'm only trying to do something as simple as view various upgraded models of structures in W3D Viewer. Is it possible at all? Or is this something that has to be done only in a 3d software program like Blender?
If it helps, I do know how to view regular unit and structure models in W3D Viewer via searching for all the various relevant .w3d and texture files for each unit and structure model. But try as I may, I can't figure out how to even find subobjects in the art files of the games. I see them in W3D Viewer for each model but I can't find them in the files.
I'm also confused as to whether the subobjects are just hidden textures or are hidden w3d files.
To clarify, I'm not necessarily interested in how to show upgraded structure models in-game. I only want to see them in W3D Viewer.
Thanks!
Understanding Subobjects
Started by lonkipt, Nov 15 2022 10:54 PM
2 replies to this topic
#1
Posted 15 November 2022 - 10:54 PM
#2
Posted 13 March 2023 - 01:00 PM
I use Renx , Gmax
it shows Sub objects and their names
just have the SKL and SKN file ready/saved in the same folder you are searching
Its useful if you just need the name to show or hide a particular object
the program also binds , does animation etc , but this is very advanced ( for me )
#3
Posted 17 June 2023 - 12:45 PM
Hi ROTWK fans and masters,
First of all, sorry for my bad English. I need a little help. Thank you very much for your support.
I made a battle tower with an upgrade button. Vision range, health etc changes after upgrades. Everything works fine no problem.
Well, is there a way to change the value of "ContainMax" in class "HordeGarrisonContain" via upgrade. For example, only 1 units can enter to battle tower at the beginning. After the upgrade, 2 units can enter at the level2.
So like this;
// Before upgrade *****
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
ContainMax = 1 ;As default
End
// After upgrade *****
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison_LEVEL2
ContainMax = 2 ;Modified
End
Is it possible to do this? Thank you for your help.
First of all, sorry for my bad English. I need a little help. Thank you very much for your support.
I made a battle tower with an upgrade button. Vision range, health etc changes after upgrades. Everything works fine no problem.
Well, is there a way to change the value of "ContainMax" in class "HordeGarrisonContain" via upgrade. For example, only 1 units can enter to battle tower at the beginning. After the upgrade, 2 units can enter at the level2.
So like this;
// Before upgrade *****
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
ContainMax = 1 ;As default
End
// After upgrade *****
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison_LEVEL2
ContainMax = 2 ;Modified
End
Is it possible to do this? Thank you for your help.
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