help with modding
#1
Posted 15 May 2006 - 11:21 AM
thanks kexy xx
#2
Posted 16 May 2006 - 08:21 AM
First grab gmax and Westwood's RenX pack, links can be found here: http://forums.revora...showtopic=15832
Then head here and follow the tutorial.
Everything you need to start making your own tanks and getting them into the game
#3
Posted 16 May 2006 - 08:41 AM
Thanks sweety xxIt's pretty simple.
First grab gmax and Westwood's RenX pack, links can be found here: http://forums.revora...showtopic=15832
Then head here and follow the tutorial.
Everything you need to start making your own tanks and getting them into the game
#5
Posted 17 May 2006 - 09:34 AM
No probs
Any problems, just ask.
LOL ok sweety you said ask so can you tell me how to change the way the blast looks of chinas Nuclear Missile ???
Thanks Kexy xx
#6
Posted 19 May 2006 - 08:47 AM
Ok, to rephrase:
Any problems on the 3D modelling or animating front, just ask!
EDIT= thinking about it I know someone who would know. I'll see if I can contact him and get back to you on this...
Edited by killakanz, 19 May 2006 - 09:02 AM.
#7
Posted 19 May 2006 - 01:44 PM
erm... ah... That would be particle effects stuff... in other words I have no idea...
Ok, to rephrase:
Any problems on the 3D modelling or animating front, just ask!
EDIT= thinking about it I know someone who would know. I'll see if I can contact him and get back to you on this...
LOL It seems like av got you running all round sweety LOL
Lots of Thanks Kexy xxx
#8 Guest_Guest_*
Posted 21 May 2006 - 08:36 PM
I imported a Hummer model into RenX, did some editing, and export the model back as W3D. Now the model shows in game but there is two problem. One the firebone(?), ie. MUZZLE01, doesn't follow the turret (although MUZZLEFX01 does), and the same case for MUZZLEUP01 and MUZZLEFXUP01. And the second thing is that for both MUZZLEFX01 and MUZZLEFXUP01, when it is displayed ingame it is shown as a flare with black around it (the game is displaying all of EXTnkMzl01.tga?). Some help would be appreicated.
Also I seem to have trouble trying to edit textures in RenX. I can add new textures to an object, but I can't seem to edit/delete existing textures in gmax material editor.
#9
Posted 22 May 2006 - 10:00 AM
The problem with the muzzle flash is the texture setting in gmax/renx. You need to change blend mode to Add in the Shader tab.
Make sure your muzzle bones are linked to the correct turrets before exporting, if that fails link them to the muzzlefx.
@ Kexy, the nuke blast has an entry in the ParticleSystem.ini file, don't remember where that is offhand, but I looked at it over the weekend and, well, I haven't figured it out. You've got RGB and Alpha values for the particles but I'm not sure what the rest of the code is for. There's also an FXList.ini with entries in there too. I can't be of much more help than that untill I can figure it out myself though...
#10 Guest_Guest_*
Posted 23 May 2006 - 01:54 AM
As for the bone part, it still doesn't work. I tried linking them on to the FX and even alternating the bones to link to the other turret. Still can't get it right.
#11
Posted 23 May 2006 - 09:32 AM
Ok, I got the textures things working, except the material editor sometimes crashes gamx when I open it but I'll work around it. But thanks anyways.
Yea, that kinda sucks. Gmax is extremely unstable in some areas, particularly the Material lists and the WWSkin areas. We all have to live with it, just remember to save pretty often.
As for the bones, did you re-name them? Have you got Export Transform unticked for them in W3D tools?
#12
Posted 23 May 2006 - 02:43 PM
Gmax/RenX doesn't support .DDS textures, which might be why they don't show in gmax. Convert them to tga first, you can then see them in gmax and the game will use the .dds file of the same name. Usually you can just select an object and hit M to edit the texture settings applied to it.
The problem with the muzzle flash is the texture setting in gmax/renx. You need to change blend mode to Add in the Shader tab.
Make sure your muzzle bones are linked to the correct turrets before exporting, if that fails link them to the muzzlefx.
@ Kexy, the nuke blast has an entry in the ParticleSystem.ini file, don't remember where that is offhand, but I looked at it over the weekend and, well, I haven't figured it out. You've got RGB and Alpha values for the particles but I'm not sure what the rest of the code is for. There's also an FXList.ini with entries in there too. I can't be of much more help than that untill I can figure it out myself though...
Thanks alot it seems a bit hard for me but if you find anything else out and if you get time let me know ok
thanks kexy xxxx
#13 Guest_Guest_*
Posted 23 May 2006 - 07:24 PM
I have the names correct, but it seems Export Transform was not ticked. Darn W3D importer.As for the bones, did you re-name them? Have you got Export Transform unticked for them in W3D tools?
#15 Guest_Guest_*
Posted 26 May 2006 - 02:55 AM
#16 Guest_Guest_*
Posted 31 May 2006 - 03:45 AM
#17 Guest_Guest_*
Posted 01 June 2006 - 06:06 AM
#19 Guest_Guest_*
Posted 03 June 2006 - 10:47 AM
But by any chance do you know how to animate tanks threads? I've seen models that have moving threads but doesn't seem to be an animated model.
#20 Guest_Guest_*
Posted 03 June 2006 - 01:32 PM
Also, tank treads --> http://forums.revora...showtopic=25390
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