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I need some help again


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#121 Radspakr Wolfbane

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Posted 19 June 2007 - 10:14 AM

I hope that tutorial helps.
The Random Texture code is a very useful piece of code.

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#122 Turkeyz777

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Posted 19 June 2007 - 08:11 PM

It helped out a lot. it's nice and simple and easy to follow. i havent had any problems with random textures yet after i read that a few times.
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#123 Turkeyz777

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Posted 21 June 2007 - 09:00 AM

hey guys, i got a new question. would it be possible to make a WoP spawn anywhere? kinda like how elven wood does? could i just make an ocl and put wop in for the ocl? or am i talking crazy nonsense?
:D thanks :ninja:
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#124 Radspakr Wolfbane

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Posted 21 June 2007 - 03:52 PM

it should be possible I created an Earthquake spell that spawns an object that dies and triggers a weapon to fire.
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

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#125 Turkeyz777

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Posted 24 June 2007 - 08:45 AM

hey guys another quick question. Is it possible for a unit to "kill" itself for a power? im trying to add in a hero that when he uses this power he "sacrifices" himself and spawns some units. i can get the units no problem with what radspakr said.(btw radspakr thanks for the "slowdeathmodule" thing.) but im not sure how i would get him to "sacrafice" himself. :grin: thanks :)

Edited by Turkeyz777, 24 June 2007 - 08:46 AM.

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#126 Radspakr Wolfbane

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Posted 24 June 2007 - 10:09 AM

The code below should be the code you need just add it to your weapon.
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.

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#127 Turkeyz777

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Posted 02 July 2007 - 01:39 AM

Ok, I have started (trying) modeling. i finally figured out how to export it and all (i was choosing the wrong ext.). i placed my "new" model into the W3D.BIG. Then i went to my INI.BIG and changed the units model to that of the new one. I went into the game and purchased my character. When he spawned he did not "exist" as in he was an invisible object. That is all that ive done so far. What else do i need to do? ;) thanks :)

Edited by Turkeyz777, 02 July 2007 - 01:40 AM.

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#128 xxxMr. Xxxx

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Posted 02 July 2007 - 03:01 AM

did u make an asset.dat for the new model? that's why they are invisible in-game.

#129 Turkeyz777

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Posted 02 July 2007 - 05:28 AM

Well now i have an even bigger problem. No i didnt overwrite anything. I have NO IDEA on how to use the asset builder. i already downloaded it and all but now that i have it i dont know what to do with it. Can anyone give me step-by-step instructions or a link to somewhere that has instructions? i looked on the main t3a site but i couldnt find anything except the dowload for the asset builder. ;) Thanks :)
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#130 Radspakr Wolfbane

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Posted 02 July 2007 - 05:39 AM

there was a tutorial floating around.
I don't have time to explain at the moment.
I'll get back to you.

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#131 Turkeyz777

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Posted 03 July 2007 - 08:13 PM

Ok well a lot of errors and mistakes later i finally got it to work. now for the "models", i have kinda a problem that i would like to ask about what to do. OK.
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?
:grin: Thanks ;)
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#132 Radspakr Wolfbane

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Posted 04 July 2007 - 12:33 AM

there either not bound or your coding is wrong.
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_IDLA
or 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 Turkeyz777

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Posted 04 July 2007 - 04:49 AM

Ok, so first what specific things need to be "bound"? i know there is a tutorial on the site about binding but ill have to read it some more times to fully understand it. two, if i just changed the model but not the _SKL or the other anims. is it the same stuff as you said with NEWUNIT_SKL.NEWUNIT_IDLA? or am i just not coding stuff right?
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#134 Radspakr Wolfbane

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Posted 04 July 2007 - 01:17 PM

All the vertices (or vertex's could never remember which one) need to be bound to the skeleton otherwise they won't move.
If this hasn't been done then that's your problem.

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#135 Turkeyz777

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Posted 10 July 2007 - 04:22 AM

well i re-read the tutorial for binding a couple more times and i still have no clue what im doing. Can anyone give me some ideas on what to do about it?
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#136 Radspakr Wolfbane

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Posted 11 July 2007 - 09:25 PM

We can't really give you much more help then the tutorials it's how I learned.

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#137 Pixel

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Posted 11 July 2007 - 10:47 PM

Its how everyone learns, Well not everyone... Some people learn without tutorials.
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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