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Fingulfin's Problems


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#21 Fingulfin

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Posted 27 May 2006 - 04:48 AM

The Fire Nation Rises. A new unit in-game! Modeled by me, skinned by my sister, coded by me. At this rate, Ill have a nice minimod by next month :)

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EDIT: For all you veteran modders from C&C, could someone send me the W3Ds and Skin for a tank? Im trying to make one, but I seem to have misplaced my BFME 1 tank model :( IF any of you do have any C&C tanks, and Im not dreaming that both the games use W3Ds, could you send me the flattest tank you have?
Thanks in advance,
Fingulfin

Edited by Fingulfin, 27 May 2006 - 05:48 AM.

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#22 Pixel

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Posted 27 May 2006 - 10:27 AM

Both games do use W3D format.

#23 Tobi

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Posted 27 May 2006 - 11:46 AM

in that file u can find the tank added to bfme1 :)

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#24 Fingulfin

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Posted 27 May 2006 - 09:20 PM

I noticed that that one wasnt very well animated. Thanks!

Edited by Fingulfin, 27 May 2006 - 09:23 PM.

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#25 General Otmin

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Posted 27 May 2006 - 09:24 PM

That's going to be a pretty cool mini mod. I watch Avatar and the fire nation's my favorite. So what is the fire bender's main weapon?



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#26 Fingulfin

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Posted 27 May 2006 - 09:31 PM

I was hoping someone would ask :blink: Take a look at this:
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Right now the FX Belongs to EA's Firedrake, but Im working on creating my own. Does anyone know of any good flamethrower FXs? BTW, I cant use that tank. It has no Skeleton, and no SKL=No animations.
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#27 General Otmin

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Posted 27 May 2006 - 09:37 PM

That's pretty cool. It'd be awesome if they had a special attack where they shot out fire like on the fire nation festival episode with the entertainer(How he made the fire look like a snake).

Edit: Posted Image

Edited by General Otmin, 27 May 2006 - 09:43 PM.



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#28 Tobi

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Posted 27 May 2006 - 10:08 PM

tanks don't have animations or a skeleton cause their animations are always the same.. you simply have to refer to BARREL, TURRET, MUZZLE (where it fires from) and MUZZLEFX (the shooting "animation")

[codebox]
DefaultModelConditionState
Model = NVBtMstr
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
[/codebox]

something like that

but if u want to use another tank, i can give u one from generals^^

#29 Feanor

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Posted 28 May 2006 - 09:45 AM

nice effect *thumbs up* :)
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#30 Bart

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Posted 28 May 2006 - 11:47 AM

2PlayGames, on the main T3A sight there is a link to the officiall GmaX Tutorials. If Im halucinating, Ill send em to ya.


i can only find the RenX tutorials there
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#31 sauron

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Posted 28 May 2006 - 12:29 PM

Cool!

#32 Fingulfin

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Posted 29 May 2006 - 01:05 AM

@2playGames: Isnt that what you wanted? RenX = GmaX. They are almost exactly the same...

NEW QUESTION: If I bind all the vertices to ONE bone, will that, like, gather them all up into a little ball? Or will it have no effect on the model? Im asking this because tanks dont have skeletons, and the tank im making can scale walls, and I figure if my tank has only 1 bone, it will be easy to animate a | animation. Any input is welcome!
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#33 Bart

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Posted 29 May 2006 - 10:29 AM

@2playGames: Isnt that what you wanted? RenX = GmaX. They are almost exactly the same...


well, the RenX tutorials only explain w3d specific stuff. nevermind though, because i got the official 3dsmax tutorials working, and they're perfect :p

good work on the models
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#34 Tobi

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Posted 29 May 2006 - 07:03 PM

if i understand u right, u do not have to make any animation :huh:

it's just like that.. the tank is moving, the turret is rotating and the barrel recoils... moving treads are done by a skinning "trick" in renx..

if u understand once how tanks work, it's really simple to build them

in case u want me to explain it to u, add me in icq 325891305

and to answer your question: binding all vertices to one bone will make the whole model move with this bone.. but tanks work different ^_^

#35 Fingulfin

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Posted 29 May 2006 - 10:56 PM

I have no clue about tank logic... I have no Idea what ICQ is, Ill google it. Anywho, my tank DOESN'T have a turret, fireballs shoot out from the front of tank. Basically, its a shell of armour with and engine. Its weapon is two Firebenders sitting inside of it, shooting out of a small hole in the front. In the show it can scale mountains, but as this is Pathfininglly illogical in BFME, Im going to allow it to scale walls. It climbing up at a horizantal angle will look terrible, so I need to make 1 animation of the tank Vertically rising/falling. It will be good enough for me, as I am no animator... ^_^


EDIT: Tanks don't work with BFME 2. None of the tokens in the tank's code are members of the "Index List". The entire tank code is commented out :(

Edited by Fingulfin, 30 May 2006 - 02:07 AM.

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#36 Fingulfin

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Posted 30 May 2006 - 03:30 AM

*BUMP* I think... It might just merge the posts...

NEW UNIT IN-GAME!!!

Behold, the Fire nation Cavalry, the AntiInfantry tank!
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The skin is pretty temporary, it looks too much like Orthank's gate :p I'll add my own elements soon enough.

This isn't in the TV show, but I can't animate a Rhino Rider, so this will be the cavalry. This faction will also have 2 more varieties of tanks, one for seige and one for whatever I can think of!

EDIT: I have a problem. This unit doesn't display its healthbar above it. Anyone know how to get that in?

Edited by Fingulfin, 30 May 2006 - 03:34 AM.

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#37 Bart

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Posted 30 May 2006 - 08:38 AM

just a thing, doesn't the dwarven battle wagon use some tank/car stuff?

edit: oh, and i believe turrets still work too (check hostile's post in User submitted)

Edited by 2playgames, 30 May 2006 - 08:39 AM.

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#38 Mullers_11

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Posted 30 May 2006 - 08:56 AM

Yeh, as 2playgames said the turrets do work, but looking nice

Just for the effect add the Tire tracks after it :p

Retired


#39 Tobi

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Posted 30 May 2006 - 04:45 PM

tanks still work.. i just forgot to gave ya the whole code :p

it's important u write tankdraw instead of w3ddraw or something like that^^

Draw = W3DTankDraw ModuleTag_TankDraw		OkToChangeModelColor	= Yes		ExtraPublicBone         = TURRET01		   DefaultModelConditionState      Model               = PRTIGERII      Turret              = TURRET01      WeaponFireFXBone    = PRIMARY MUZZLE      WeaponRecoilBone    = PRIMARY BARREL      WeaponMuzzleFlash   = PRIMARY MUZZLEFX      WeaponLaunchBone    = PRIMARY MUZZLE    End

oh, and here's a link to a tank tutorial:
http://killasmods.ga...?file=tutorial2

what's really important: the things reffered to (barrel, muzzlefx, muzzle) need to have "01" at the end.. so in the model it's name is BARREL01 and u refer to BARREL.. it's only like that in bfme, not in generals.. a bit confusing^^

btw: icq is just an instant messager like msn

#40 Fingulfin

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Posted 31 May 2006 - 10:00 PM

OK, here are my new problems:

1: There is no health bar Displayed above my tank. Does anyone know what bit of code sticks that up there?
DONE. Its all in the KindOfs
2: What in my object/horde code tells the game what Icon to position under the units when you are using the horde placement thingy? I mean when you press both mouse buttons and get to position your hordes on the map. DONE. Also in the KindOfs

3: My commandbuttons are screwed. Ive tried everything! They still dont work. The problem is not that I get an error, they simply don't show up in-game...
Ive tried all sorts of buttons, I have gotten commandbuttons in-game before, I have a custom one ingame now, I tried reworking it in all sorts of ways. It simply isn't there. It did work before.

FIXED. I didn't correctly name a certain file in my .big, so it screwed up the buttons.

4: Does anyone have a tank that looks more like this?

Posted Image
I dont need the skin to look anything like it, I just want the high treads. *Looks to Tobi, who apperantly has Generals* DONE. Tobi provided a good enough tank for me to work on.

Edited by Fingulfin, 04 June 2006 - 01:42 AM.

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