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[RotWk]Update 25/7/08.


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#81 Athem

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Posted 06 January 2008 - 02:05 PM

Hi.
I have some strange problems with RenX.

1, Every time when I'm binding model to bones, RenX crash.
And because of that I can't bind it. :crazed:

2, If model consist from 3 parts (btw. Horse, Rider, Shield) need I bind all 3 to WWSkin?

Thanks ;)

Edited by Athem, 06 January 2008 - 02:25 PM.

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#82 Elrond99

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Posted 06 January 2008 - 05:22 PM

The best way is to make three different wwskins

one with the horses bones, one with the riders and one with the B_SHIELD bone for the shield

#83 Athem

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Posted 06 January 2008 - 05:47 PM

The best way is to make three different wwskins

one with the horses bones, one with the riders and one with the B_SHIELD bone for the shield


And forged blade?

Problem is that RenX crash down everytime when Im going to bind model.
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#84 Athem

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Posted 08 January 2008 - 04:24 PM

I have got a problem with animation for new arnor barrack.
Arnorbarrack is called arbarrack_SKN.W3D and build up anim for him is arbarrack_bu.W3D.
It doesnt show in game, but i can play it in W3DViewer. (It looks perfectly)

ModelConditionState = AWAITING_CONSTRUCTION SNOW
		Model	= GBBarracks_A		
;		Texture = GBBarracks_New.tga GBBarracks_New_Snow.tga
;		Texture	= GBVet.tga GBVet_snow.tga
	End	
	ModelConditionState   = AWAITING_CONSTRUCTION 
	  Model			   = arbarracks_bu
;		ParticleSysBone	  = NONE BuildingDoughnutCloud
	End;

	AnimationState		= AWAITING_CONSTRUCTION
	  Animation		   =  arbarracks_bu
		AnimationName	 =  arbarracks_bu.arbarracks_bu
		AnimationMode	 = MANUAL
		AnimationBlendTime = 0
	  End
	  Flags				  = START_FRAME_FIRST
	End

	ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
		Model	= arbarracks_bu
;		Texture = GBBarracks_New.tga GBBarracks_New_Snow.tga
;		Texture	= GBVet.tga GBVet_snow.tga
	End

	ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
	  Model			   = arbarracks_bu
		ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
	End;

	AnimationState		= ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
		Animation		   = GBBarracks_A
			AnimationName	 = arbarracks_bu.arbarracks_bu
			AnimationMode	 = MANUAL
			AnimationBlendTime = 0
		End
		Flags				  = START_FRAME_FIRST
		StateName			  = BeingConstructed
		BeginScript
			CurDrawablePlaySound("GondorBarracksBeginConstruction")
			CurDrawableHideSubObject("V2")
			   CurDrawableHideSubObject("V2_HIDE")
			   CurDrawableHideSubObject("V3")
		EndScript
	End

Any help?
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#85 lycan

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Posted 08 January 2008 - 04:48 PM

did u do asset.dat ?


can i see a picture of the model?.

#86 Athem

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Posted 08 January 2008 - 05:52 PM

did u do asset.dat ?


can i see a picture of the model?.



Asset is ok.

Foto of anim:


Posted Image

Edited by Athem, 08 January 2008 - 05:59 PM.

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#87 Athem

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Posted 09 January 2008 - 04:49 PM

I have reworked the anim and called it arbarrack_a and it still doesnt show.


;------------ New Build Up States coming soon. 
	ModelConditionState = AWAITING_CONSTRUCTION SNOW
		Model	= arbarrack_a	   
	End	
	ModelConditionState   = AWAITING_CONSTRUCTION 
	  Model			   = arbarracks_a
	End

	AnimationState		= AWAITING_CONSTRUCTION
	  Animation		   =  arbarracks_a
		AnimationName	 =  arbarracks_a.arbarracks_a
		AnimationMode	 = MANUAL
		AnimationBlendTime = 0
	  End
	  Flags				  = START_FRAME_FIRST
	End

	ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
		Model	= arbarracks_a
	End

	ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
	  Model			   = arbarracks_a
		ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
	End;

	AnimationState		= ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
		Animation		   = arbarracks_a
			AnimationName	 = arbarracks_a.arbarracks_a
			AnimationMode	 = MANUAL
			AnimationBlendTime = 0
		End
		Flags				  = START_FRAME_FIRST
		StateName			  = BeingConstructed
		BeginScript
			CurDrawablePlaySound("GondorBarracksBeginConstruction")
			CurDrawableHideSubObject("V2")
			   CurDrawableHideSubObject("V2_HIDE")
			   CurDrawableHideSubObject("V3")
		EndScript
	End

It looks so:
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Please somebody help me.... im not able to fix it.
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#88 Athem

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Posted 12 January 2008 - 09:37 AM

Some stuffs ;)

Dol Amroth Warrior:
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Ranger rider (with sword and shield):
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Ranger rider (with bow):
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Im looking for somebody who can bind them ;) soo if somebody does have time PM me :)

Btw I have still problem with anims-in-game. :p

Edited by Athem, 12 January 2008 - 09:38 AM.

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#89 Athem

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Posted 18 January 2008 - 05:05 PM

Just two buildings:

Arnor Ranger Hall (a bit bad foto, Roof looks weird, but its ok):
Posted Image



Arnor Barrack:
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Next will be Arnor elven barrack :wink_new: but need an idea.
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#90 lycan

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Posted 18 January 2008 - 05:30 PM

looks pretty nice so far :wink_new:

buildings don't need binding i think :\

#91 Athem

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Posted 18 January 2008 - 05:40 PM

looks pretty nice so far :wink_new:

buildings don't need binding i think :\




Im using RenX only few days ... those are my first models...

Btw: Binding for models of units.... i cant bind :wink_new:
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#92 Athem

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Posted 25 January 2008 - 02:58 PM

Hi.
I have problem with some parts of models :/
Posted Image

At the first the statues are in flying. In that 2nd that same with wall. How to fix it?
Its a model problem or coding problem?
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#93 lycan

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Posted 25 January 2008 - 04:20 PM

the barracks look like the fortress from RJ-ROTWK.

#94 Athem

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Posted 25 January 2008 - 04:57 PM

the barracks look like the fortress from RJ-ROTWK.

Its done from Amon Sul tower :-) . And RJ-Fortress is from amon sul tower too.

And im not asking how it looks but how to fix it.

Edited by Athem, 25 January 2008 - 05:01 PM.

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#95 Rob38

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Posted 25 January 2008 - 07:15 PM

It's a binding problem. You have to bind the subobjects to the main piece for them to be in the correct position.

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#96 Athem

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Posted 25 January 2008 - 10:12 PM

It's a binding problem. You have to bind the subobjects to the main piece for them to be in the correct position.



And can you tell me how? :p
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#97 Rob38

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Posted 26 January 2008 - 03:08 AM

And can you tell me how? :p


Perhaps looking at some binding tutorials such as this one will help you out with the basics. Essentially, you create a wwskin, add the main model to it, and then bind the subobjects to it. Sorry I can't go into more detail but I'm pretty busy right now ;)

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#98 Athem

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Posted 26 January 2008 - 07:27 AM

And can you tell me how? :wink_new:


Perhaps looking at some binding tutorials such as this one will help you out with the basics. Essentially, you create a wwskin, add the main model to it, and then bind the subobjects to it. Sorry I can't go into more detail but I'm pretty busy right now :p



Thanks. This is all i need. Fixed.
But another bug.

The building show all subobjects at lvl 1. Models is done form: LEVEL1 LEVEL1_ROOF LEVEL2 LEVEL2_ROOF STATUES.
Behavior = SubObjectsUpgrade ModuleTag_HideAll
		TriggeredBy		= Upgrade_StructureLevel1
		HideSubObjects	= LEVEL2 LEVEL2_ROOF STATUES
	End

	Behavior = SubObjectsUpgrade ModuleTag_ShowWallsAndFlag
		TriggeredBy		= Upgrade_ArnorBarracksLevel2
		ShowSubObjects	= STATUES
		HideSubObjects	= LEVEL2 LEVEL2_ROOF
	End

	Behavior = SubObjectsUpgrade ModuleTag_ShowTowersAndHideFlag
		TriggeredBy		= Upgrade_ArnorBarracksLevel3
		ShowSubObjects	= STATUES LEVEL2 LEVEL2_ROOF
		HideSubObjects	= LEVEL1_ROOF
	End

What with it?

Edited by Athem, 26 January 2008 - 08:13 AM.

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#99 Elrond99

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Posted 26 January 2008 - 09:03 AM

I have the same problem with the "Upgrade_StructureLevel1"

Use "Upgrade_ArnorFaction" instead (your building is for Arnor, right?)

If it´s for the Men use "Upgrade_MenFaction"

#100 Athem

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Posted 26 January 2008 - 09:18 AM

I have the same problem with the "Upgrade_StructureLevel1"

Use "Upgrade_ArnorFaction" instead (your building is for Arnor, right?)

If it´s for the Men use "Upgrade_MenFaction"



It's arnor. And it is working. :wink_new:

Hmm... but the floor is a bit weird :-/

Draw = W3DFloorDraw ModuleTag_DrawFloor	
		StaticModelLODMode	= Yes	  ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
		ModelName			= arbrfloor_skn
		  HideIfModelConditions	=	AWAITING_CONSTRUCTION
		  HideIfModelConditions	=	PARTIALLY_CONSTRUCTED
	End

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Draw = W3DFloorDraw ModuleTag_DrawFloor	
		StaticModelLODMode = Yes	  ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
		ModelName = arrngrfloor_skn
		  HideIfModelConditions	=	AWAITING_CONSTRUCTION
		  HideIfModelConditions	=	PARTIALLY_CONSTRUCTED
  End

Posted Image


Can it be fixed via coding? XD


EDIT: I have make a arnor rider model. But he is shiny as hell (even brown horse is white). I have heard that it can be done via HEX-editing.

Edited by Athem, 26 January 2008 - 10:55 AM.

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