I need some help again
#121
Posted 19 June 2007 - 10:14 AM
The Random Texture code is a very useful piece of code.
Break dancing into the hearts of millions
#123
Posted 21 June 2007 - 09:00 AM
thanks
#124
Posted 21 June 2007 - 03:52 PM
Check out the Explosive mine for reference.
You'll need an invisible object that will die in 1 sec (or whatever delay you want ) check out the Seed/Egg objects for the Elven Warriors and there is a Slowdeath Module in the Isengard Explosive mine code that lets the object trigger a weapon when it dies.Just set it to trigger the WOP weapon.
It might be an idea to add the FXEvents for WOP to the object so it looks right.
I hope this helps
Break dancing into the hearts of millions
#125
Posted 24 June 2007 - 08:45 AM
Edited by Turkeyz777, 24 June 2007 - 08:46 AM.
#126
Posted 24 June 2007 - 10:09 AM
Check out the Witch King Fell Beast Tutorial for more information.
[url="http://"http://www.the3rdage.net/item-70"]here[/url]
RadiusDamageAffects = ALLIES NEUTRALS SELF
Edited by Radspakr, 24 June 2007 - 10:12 AM.
Break dancing into the hearts of millions
#127
Posted 02 July 2007 - 01:39 AM
Edited by Turkeyz777, 02 July 2007 - 01:40 AM.
#128
Posted 02 July 2007 - 03:01 AM
#129
Posted 02 July 2007 - 05:28 AM
#130
Posted 02 July 2007 - 05:39 AM
I don't have time to explain at the moment.
I'll get back to you.
Break dancing into the hearts of millions
#131
Posted 03 July 2007 - 08:13 PM
After i export the model i just leave all the options alone and just do continue. Then i make the "new" asset.dat for the mod so they will appear in the game. I then place the model into the "W3D.BIG" and save. After that i go type all the names of the "new" model in for the old model. The problem is in game they dont really "work". they are just standing there arms wide spread. They also did not follow any of the animations.
Now can anyone tell me what im doing wrong?
Thanks
#132
Posted 04 July 2007 - 12:33 AM
Also for your export settings for normal meshes like the character export geometry should be ticked and not export transform.
As for the coding are the animations on the model the same for the coding.
Another thing look at the Animation coding is the animation listed like this
NEWUNIT_SKL.NEWUNIT_IDLAor just
NEWUNIT_IDLA
if it is the last one make sure that in the model condition state you have the following
Skeleton = NEWUNIT_SKL
and finally some units are wierd in that they have to be in a specific order to work Eomer's is a good example the mounted naims have to be before the standing anims or it will look wierd.
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#133
Posted 04 July 2007 - 04:49 AM
#134
Posted 04 July 2007 - 01:17 PM
If this hasn't been done then that's your problem.
Break dancing into the hearts of millions
#136
Posted 11 July 2007 - 09:25 PM
Break dancing into the hearts of millions
#137
Posted 11 July 2007 - 10:47 PM
If i have time this month i plan to continue the "Series" of tutorials i was working on, Wich will include a binding tutorial.
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