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#1 pabtyf

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Posted 12 March 2005 - 11:13 AM

Hi.
Just a quick question. I got the hobbit hole from out of the living map, and made it a buildable building for gondor/rohan. Problem is I can't seem to select it in game.

I can build it alright, and it displays fine, but the only way to select it is to drag a box round it (which is a bit annoying) it doesn't seem to be picked up anyother way.

Thought it might be to do with the geometry settings but I copied them from the orcpit model.. Any Ideas anyone?
Here's the code for it: (ignore the buildcosts etc :ohmy: it's still a work in progress)
;------------------------------------------------------------------------------
;Hobbit Hole
Object HobbitHole

	SelectPortrait = BPMOrcPit
 
 ; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
	StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD  
    DefaultModelConditionState
      Model = hobbithole
      ParticleSysBone = FireSmall01 fireFlare
      ParticleSysBone = FireSmall01 FireSmoke
      ParticleSysBone = FireSmall01 campfireEmbers
      ParticleSysBone = FireSmall01 fireGlow

    End



   ;------------ New Build Up States coming soon. 
    ModelConditionState   = AWAITING_CONSTRUCTION 
      Model               = hobbithole
;  ParticleSysBone   = NONE BuildingDoughnutCloud
    End;


    ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
      Model               = hobbithole
;  ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
    End;
    
       
       ;--damaged building
      ModelConditionState  = DESTROYED_FRONT
       Model               = hobbithole
     	 ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingLarge
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingLarge 
    End
    
        ModelConditionState  = DESTROYED_RIGHT
       Model               = hobbithole
     	 ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingLarge
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingLarge 
    End

    

    ModelConditionState  = DESTROYED_BACK
       Model               = hobbithole
     	 ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingLarge
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingLarge 
    End


	ModelConditionState  = DESTROYED_LEFT
       Model               = hobbithole
     	 ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingLarge
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingLarge 
    End
    
   
    
    ModelConditionState  = DAMAGED
       Model               = hobbithole
        ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingMedium
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingMedium  
    End


    ModelConditionState  = REALLYDAMAGED
       Model               = hobbithole
     	 ParticleSysBone FireSmall01 FireBuildingLarge
  ParticleSysBone FireSmall02 FireBuildingLarge
  ParticleSysBone FireSmall03 FireBuildingMedium
  ParticleSysBone FireSmall04 SmokeBuildingLarge
  ParticleSysBone FireSmall05 FireBuildingLarge  
    End


    ModelConditionState  = RUBBLE
       Model               = hobbithole
      ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
    


    ModelConditionState  = POST_RUBBLE
  Model         = None
  ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState  = POST_COLLAPSE
   Model         = None
  ParticleSysBone NONE SmokeBuildingMediumRubble
    End
    
    

	
	
  End

;Draw = W3DFloorDraw DrawFloorV1    
;  StaticModelLODMode = Yes	; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
;  ModelName = MBOrcpit_Bib
;	End
;	Draw = W3DFloorDraw DrawFloorV2    
;  ModelName = MBOrcpit_V1
;  StartHidden = Yes
;	End
 
	
  
 ; ***DESIGN parameters ***
  DisplayName         = OBJECT:HobbitHole
  Description        = OBJECT:HobbitHoleDescription
  Side                = Gondor
  EditorSorting       = STRUCTURE
  ThreatLevel = 1.0
  
  PlacementViewAngle  = 0
 Scale = 1.1
  BuildCost           = 1          ; BALANCE
  BuildTime           = 1
  VisionRange         = MORDOR_ORCPIT_VISION_RANGE
  ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR
  BountyValue         = MORDOR_ORCPIT_BOUNTY_VALUE

  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
   ;DamageFX          = StructureDamageFXNoShake
  End

  CommandSet          = HobbitHoleCommandSet


; *** AUDIO Parameters ***

	VoiceSelect  = PippinVoiceSelect
	SoundAmbient  = MordorOrcPitAmbience
	SoundOnDamaged  = BuildingLightDamageStone
	SoundOnReallyDamaged	= BuildingHeavyDamageStone

	VoiceSelectUnderConstruction	= BuildingEvilVoiceSelectUnderConstruction

	UnitSpecificSounds
  UnderConstruction  = BuildingConstructionLoop ; Built first time
	; UnderRepairFromDamage	= NoSound    ; Repaired No animation on the building, so don't bother playing sound
  UnderRepairFromRubble	= BuildingConstructionLoop; Repaired from completely destroyed (not used???)
	End

 
; *** ENGINEERING Parameters ***

	RadarPriority       = STRUCTURE
	KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK; AUTO_RALLYPOINT;

	Behavior = ProductionUpdate ProductionUpdateModuleTag
	;NumDoorAnimations            = 1
  DoorOpeningTime              = 0 ;in mSeconds how long you want doors to be in open state
  DoorWaitOpenTime             = 1000;in mSeconds time the door stays open, so units can exit
  DoorCloseTime                = 0 ;in mSeconds how long you want doors to be in open state
  ConstructionCompleteDuration = 250;in mSeconds   wait time so if you have multiple units they don't run over each other
  VeteranUnitsFromVeteranFactory = No;I am higher than my default level, I will give a free level to those I produce
  
  SetBonusModelConditionOnSpeedBonus = Yes; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
  BonusForType     = MordorFighterHorde
  SpeedBonusAudioLoop   = CallTheHordeOrcPitLoop; Sound to play while bonus is active
	End
 
	Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  WorkerName    = MordorWorkerNoSelect
	End
  


	Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  MinCollapseDelay        = 000
  MaxCollapseDelay        = 000
  CollapseDamping         = .5
  MaxShudder              = 0.6
  MinBurstDelay           = 250
  MaxBurstDelay           = 800
  BigBurstFrequency       = 4
  FXList                  = INITIAL   FX_StructureMediumCollapse
  FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  DestroyObjectWhenDone	= Yes
  CollapseHeight 	 = 89
	End



  Behavior = CastleMemberBehavior ModuleTag_CMB
  End   


  Body      = ActiveBody ModuleTag_05
    MaxHealth          = 99999
    MaxHealthDamaged    = 99999
   MaxHealthReallyDamaged	= 99999
    DamageCreationList  = OCL_BuildingDamageList01 CATAPULT_ROCK
  
    DamageCreationList  = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
    DamageCreationList  = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
    DamageCreationList  = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
    DamageCreationList  = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
    
  End
 
  
  Behavior = QueueProductionExitUpdate ModuleTag_11
    UnitCreatePoint   = X:0.0 Y:0.0 Z:0.0
    NaturalRallyPoint = X:28.8 Y:-40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
    ExitDelay = 30; Mainly for the multiply produced. Make them come out one at a time.
  End  
   
	
  Geometry              = BOX
  GeometryMajorRadius   = 50.6
  GeometryMinorRadius   = 37.6
  GeometryHeight        = 20.8
  GeometryOffset  = X:-10 Y:-5 Z:0
  
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER
  
  GeometryContactPoint	= X:-40.188  Y:41.694	Z:0 	 Repair
  GeometryContactPoint	= X:35.037  Y:-26.085	Z:0 	 Repair
  GeometryContactPoint	= X:40.629  Y:32.691	Z:0
  GeometryContactPoint	= X:-56.679  Y:-3.451	Z:0
  GeometryContactPoint	= X:27.139  Y:11.062	Z:32.902	Swoop

End

Also the direction it faces seems to be entirely random for some reason.

Any help appreciated. ^_^

#2 Hostile

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Posted 12 March 2005 - 11:38 AM

Your best bet is to start with the orc pit, and just paste the art code from the hobbit hole into it. I tried for the longest time to get the neutral goblin lair into an orcpit that builds spiders. I was taking the wrong approuch. Take the orcpit and change it into a hobbit hole by changing the art code.

Simply copy and paste...I may try to build it just to get it working for you. I do owe you one. ^_^

(EDIT) NM, after looking over your code, you did just that. I'll play with it and see. :ohmy: Can you post the model or send it to me through PM or something? I do see some funky stuff in the code...

#3 pabtyf

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Posted 12 March 2005 - 12:42 PM

That was quick!

Here are the links:

http://bb.1asphost.c.../hobbithole.tga

http://bb.1asphost.c...e/hobbitpit.ini

http://bb.1asphost.c.../hobbithole.w3d

Thanks for your help, appreciate it. :ohmy:

#4 Hostile

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Posted 14 March 2005 - 02:29 AM

Well I found the problem with your building. It had no bib or plane object. No flat surface beneath it. So I added the goblin bib and it became selectable.

How did you make the skin on the bib alpha? Was it when applying the skin or exporting?

#5 pabtyf

pabtyf

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Posted 14 March 2005 - 12:32 PM

D'Oh!
Didn't realise it was the bib that was selected and not the building. Thanks for that.

Re the alpha thing. In RenX, when you create the w3d texture, change these settings as seen below.

Posted Image

Posted Image

This is assuming the image has an alpha channel of course. Figured out how to do them in painshop pro now if that's any help.

Edited by pabtyf, 14 March 2005 - 12:40 PM.


#6 Ugbluz

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Posted 14 March 2005 - 10:56 PM

Bandwith limit exceeded, curses i really wanted to see that!!!
Posted Image

"They have a cave troll"
"Drums in the Deep" Beta tester and Mapper

Posted Image

#7 pabtyf

pabtyf

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Posted 14 March 2005 - 11:09 PM

It'll be back up in a couple of hours., Did this yesterday aswell. don't know why




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