How do you use W3D Viewer?
#21
Posted 08 June 2008 - 10:02 PM
Trying to hold on...
#22
Posted 08 June 2008 - 10:07 PM
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#23
Posted 08 June 2008 - 10:16 PM
#24
Posted 08 June 2008 - 11:19 PM
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#27
Posted 09 June 2008 - 01:00 AM
#28
Posted 09 June 2008 - 01:10 AM
Are you reffering to the model being invisible? or.. It showing up as the gondor soldier?
As a Gondor Soldier, the ones without House Color in the Picture.
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#29
Posted 09 June 2008 - 01:49 AM
#30
Posted 09 June 2008 - 02:58 AM
Can you show your coding?.. Have you correctly referenced everything in the unit and horde code?
Here's the Code:
Object NorsgardFighter SelectPortrait = UPGondor_Soldier Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = No StaticModelLODMode = Yes LodOptions = LOW AllowMultipleModels = No MaxRandomTextures = 2 MaxRandomAnimations = 1 MaxAnimFrameDelta = 8 End LodOptions = MEDIUM AllowMultipleModels = No MaxRandomTextures = 4 MaxRandomAnimations = 4 MaxAnimFrameDelta = 4 End LodOptions = HIGH AllowMultipleModels = Yes MaxRandomTextures = 8 MaxRandomAnimations = 4 MaxAnimFrameDelta = 4 End WadingParticleSys = WaterRipplesTrail DefaultModelConditionState Model = GUMAArms_SKN Skeleton = GUMAArms_SKL End ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = NUTHANESWORD_SKN Skeleton = GUMAArms_SKL End ModelConditionState = USER_4 Model = GUNumnrean_SKN Skeleton = GUMAArms_SKL End AnimationState = PASSENGER Animation = Grabbed AnimationName = GUMAArms_FLLA AnimationMode = LOOP End End AnimationState = THROWN_PROJECTILE Animation = FlyA AnimationName = GUMAArms_FLYA AnimationMode = LOOP End Animation = FlyB AnimationName = GUMAArms_FLYB AnimationMode = LOOP End Animation = FlyC AnimationName = GUMAArms_FLYC AnimationMode = LOOP End Animation = FlyD AnimationName = GUMAArms_FLYD AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FREEFALL Animation = Falling AnimationName = GUMAArms_FLYD AnimationMode = LOOP AnimationBlendTime = 10 End Animation = Falling AnimationName = GUMAArms_FLYC AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End End AnimationState = STUNNED_FLAILING Animation = FlyA AnimationName = GUMAArms_FLYA AnimationMode = LOOP End Animation = FlyB AnimationName = GUMAArms_FLYB AnimationMode = LOOP End Animation = FlyC AnimationName = GUMAArms_FLYC AnimationMode = LOOP End Animation = FlyD AnimationName = GUMAArms_FLYD AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation = Splatted_On_Ground AnimationName = GUMAArms_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = DYING AFLAME Animation = MFDA AnimationName = GUMAArms_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = DIEA AnimationName = GUMAArms_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = GUMAArms_DIEB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUMAArms_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End Animation = GTPD AnimationName = GUMAArms_GTPD AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Slatted_On_Ground AnimationName = GUMAArms_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUManMocap_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = GUManMocap_RUND AnimationMode = LOOP End Animation = TerrorFromTheSky AnimationName = GUManMocap_RUNE AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING EMOTION_TERROR Animation = TerrorFromTheSky AnimationName = GUManMocap_RUND AnimationMode = ONCE End Animation = TerrorFromTheSky AnimationName = GUManMocap_RUNE AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = MOVING BACKING_UP Animation = BAKA AnimationName = GUMAArms_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING PANICKING Animation = MFDA AnimationName = GUMAArms_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ATTACKING ShareAnimation = Yes Animation = RUNA AnimationName = GUMAArms_RUNA AnimationMode = LOOP Distance = 25 End Flags = RANDOMSTART End AnimationState = MOVING USING_COMBO_LOCOMOTOR ShareAnimation = Yes Animation = WLKA AnimationName = GUMAArms_WLKA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUMAArms_RUNA AnimationMode = LOOP Distance = 30 End Animation = RUNB AnimationName = GUMAArms_RUNB AnimationMode = LOOP Distance = 30 End Flags = RANDOMSTART End AnimationState = EMOTION_UNCONTROLLABLY_AFRAID Animation = FERA AnimationName = GUMAArms_FERA AnimationMode = LOOP End Animation = FERC AnimationName = GUMAArms_FERC AnimationMode = LOOP End Animation = FERC AnimationName = GUMAArms_FERC AnimationMode = LOOP End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATA1 AnimationName = GUMAArms_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATA2 AnimationName = GUMAArms_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATA3 AnimationName = GUMAArms_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = ATTACKING Animation = ALERT_1 AnimationName = GUMAArms_IDLA AnimationMode = LOOP End End AnimationState = HIT_REACTION Animation = HITA AnimationName = GUMAArms_HITA AnimationMode = ONCE End End AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = APPA AnimationName = GUMAArms_RCTC AnimationMode = ONCE End Animation = APPB AnimationName = GUMAArms_RCTD AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = GUMAArms_FERA AnimationMode = LOOP End Animation = FERC AnimationName = GUMAArms_FERC AnimationMode = LOOP End Animation = FERD AnimationName = GUMAArms_FERD AnimationMode = LOOP End End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUMAArms_RCTC AnimationMode = ONCE End Animation = Pointing2 AnimationName = GUMAArms_RCTD AnimationMode = ONCE End End AnimationState = EMOTION_TAUNTING Animation = Taunting1 AnimationName = GUManMocap_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUManMocap_TNTB AnimationMode = ONCE End Animation = Taunting3 AnimationName = GUManMocap_TNTC AnimationMode = ONCE End Animation = Taunting4 AnimationName = GUManMocap_IDLC AnimationMode = ONCE End Animation = Taunting5 AnimationName = GUManMocap_IDLA AnimationMode = ONCE End Animation = Taunting6 AnimationName = GUManMocap_IDLH AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUMAArms_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = GUMAArms_CHRB AnimationMode = ONCE End Animation = CHRC AnimationName = GUMAArms_CHRC AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUMAArms_IDLA AnimationMode = LOOP AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_Selected Animation = ATNB AnimationName = GUManMocap_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") End if CurDrawableModelcondition("ATTACKING") then return "IDLA" else return "ATNA" End EndScript End AnimationState = WEAPONSET_PLAYER_UPGRADE StateName = STATE_Idle Animation = IDLI AnimationName = GUManMocap_IDLH AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = IDLD AnimationName = GUManMocap_IDLD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = IDLH AnimationName = GUManMocap_IDLH AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = GUManMocap_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRC AnimationName = GUManMocap_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end EndScript End AnimationState = USER_3 StateName = STATE_User_3 Animation = GUARD_STANCE AnimationName = GUManMocap_IDLA AnimationMode = LOOP End End IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = GUMAArms_IDLB AnimationMode = ONCE AnimationPriority = 20 AnimationSpeedFactorRange = 0.9 1.1 AnimationBlendTime = 15 End Animation = IDLF AnimationName = GUMAArms_IDLC AnimationMode = ONCE AnimationPriority = 1 AnimationSpeedFactorRange = 0.9 1.1 AnimationBlendTime = 15 End Animation = IDLG AnimationName = GUMAArms_IDLD AnimationMode = ONCE AnimationPriority = 1 AnimationSpeedFactorRange = 0.9 1.1 AnimationBlendTime = 15 End Animation = IDLJ AnimationName = GUMAArms_IDLE AnimationMode = ONCE AnimationPriority = 1 AnimationSpeedFactorRange = 0.9 1.1 AnimationBlendTime = 15 End Animation = IDLK AnimationName = GUMAArms_IDLI AnimationMode = ONCE AnimationPriority = 1 AnimationSpeedFactorRange = 0.9 1.1 AnimationBlendTime = 15 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end EndScript End TransitionState = TRANS_TO_USER_1 Animation AnimationName = GUManMocap_RCTA AnimationMode = ONCE End End TransitionState = TRANS_IdleToSelected Animation = ATNA AnimationName = GUMAArms_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.0 End End TransitionState = TRANS_SelectedToIdle Animation = ATND AnimationName = GUMAArms_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.0 End End End Side = Gondor EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 1 BountyValue = 5 EmotionRange = 240 TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GondorSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GondorSwordUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = SoldierArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = SoldierHeavyArmor DamageFX = NormalDamageFX End VisionRange = 150 ShroudClearingRange = 400 DisplayName = OBJECT:NorsgardSWordsmen CrushableLevel = 0 CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = GondorFighterCommandSet VoiceAmbushed = GondorSoldierVoiceAmbushed VoiceAttack = GondorSoldierVoiceAttack VoiceAttackCharge = GondorSoldierVoiceAttackCharge VoiceAttackMachine = GondorSoldierVoiceAttack VoiceAttackStructure = GondorSoldierVoiceAttackBuilding VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding VoiceCreated = GondorSoldierVoiceSalute VoiceFullyCreated = GondorSoldierVoiceSalute VoiceGuard = GondorSoldierVoiceMove VoiceMove = GondorSoldierVoiceMove VoiceMoveToCamp = GondorSoldierVoiceMoveCamp VoiceMoveWhileAttacking = GondorSoldierVoiceDisengage VoicePriority = 49 VoiceRetreatToCastle = GondorSoldierVoiceRetreat VoiceSelect = GondorSoldierVoiceSelect VoiceSelect2 = GondorSwordmanVoiceSelect2 VoiceSelectBattle = GondorSoldierVoiceSelectBattle VoiceEnterStateMove = GondorSoldierVoiceEnterStateMove VoiceEnterStateMoveToCamp = GondorSoldierVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = GondorSoldierVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = GondorSoldierVoiceEnterStateRetreat SoundImpact = ImpactHorse UnitSpecificSounds VoiceGarrison = GondorSoldierVoiceGarrison VoiceAttackUnitWebbedHumanoidWithGondorFighterInside = GondorSoldierVoiceAttackWebbedSoldier VoiceAttackUnitWebbedHumanoidWithGondorArcherInside = GondorSoldierVoiceAttackWebbedSoldier End EvaEventDamagedOwner = UnitUnderAttack Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Human Unit Infantry Gondor_Soldier End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames:17 27 AnimationSound = Sound:TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_TNTC Frames:74 82 94 125 139 AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_DIEA Frames:47 AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_DIEB Frames:81 AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_LNDA Frames:0 End RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = 350 MaxHealth = 100 MaxHealthDamaged = 100 End Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_GondorForgedBlades Upgrade_TechnologyGondorForgedBlades RequiresAllTriggers = Yes End Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_GondorHeavyArmor ArmorSetFlag = PLAYER_UPGRADE End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = Forged_Blade End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GondorFighterFunctions MinCowerTime = 3000 MaxCowerTime = 5000 AttackPriority = AttackPriority_Infantry End LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = 47 End LocomotorSet Locomotor = HumanSlowHordeLocomotor Condition = SET_COMBO Speed = 47 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ShockStunnedTimeHigh = 2400 ShockStandingTime = 666 End Behavior = AttributeModifierUpgrade ModuleTag_AMU TriggeredBy = Upgrade_GondorFighterFearless AttributeModifier = FearlessForever End Behavior = SquishCollide ModuleTag_06 End Behavior = HordeMemberCollide ModuleTag_HMC End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 HitReactionLifeTimer2 = 2500 HitReactionLifeTimer3 = 2500 HitReactionThreshold1 = 5.0 HitReactionThreshold2 = 25.0 HitReactionThreshold3 = 50.0 FastHitsResetReaction = Yes End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 999999999 SinkRate = 0.60 DestructionDelay = 9999999999999 Sound = INITIAL GondorSoldierVoiceDie End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +KNOCKBACK SinkDelay = 9999999999 SinkRate = 0.60 DestructionDelay = 9999999999999 End Behavior = BezierProjectileBehavior ModuleTag_08 FirstHeight = 24 SecondHeight = 24 FirstPercentIndent = 30% SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes DieOnImpact = Yes BounceCount = 1 BounceDistance = 40 BounceFirstHeight = 24 BounceSecondHeight = 24 BounceFirstPercentIndent = 20% BounceSecondPercentIndent = 80% GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowIEnd
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#31
Posted 09 June 2008 - 07:06 AM
DefaultModelConditionState
Model = GUMAArms_SKN
Its still assigned to the gondor soldier model.
#32
Posted 09 June 2008 - 11:04 AM
Trying to hold on...
#33
Posted 09 June 2008 - 08:01 PM
#34
Posted 10 June 2008 - 01:53 AM
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#35
Posted 10 June 2008 - 01:58 AM
#36
Posted 10 June 2008 - 02:04 AM
Probably an error in your asset.dat, You can try creating it again.
I did..., no good. What now.
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#37
Posted 10 June 2008 - 02:14 AM
#38
Posted 10 June 2008 - 02:25 AM
Is everything correct in your big file? Directory names, etc? If you would like to upload, Ill take a look.
Here :
http://files.filefro...;/fileinfo.html
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
#39
Posted 10 June 2008 - 03:00 AM
So, I suggest you open it back up in renx and try exporting it again with a different name.
#40
Posted 10 June 2008 - 03:28 AM
I think the problem is wirh your model. I took your model "nuthanesword_skn" and i opened it in renx. I re-exported it as "nuthane_skn" and created a new asset.dat.. And its working.
So, I suggest you open it back up in renx and try exporting it again with a different name.
He's still invisible.... what do I do...now , Did I forget something in the coding?
Edited by ArronSwan, 10 June 2008 - 03:29 AM.
"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)
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