Edited by apofisz22, 13 December 2014 - 08:48 AM.
W3D 3ds max my mods help
#1
Posted 13 December 2014 - 08:47 AM
#2
Posted 15 December 2014 - 10:30 AM
W3D - XML
#3
Posted 23 February 2015 - 05:06 PM
You put your models (w3x) in the ART folder of your TW sdk. You need to export the model as a w3x if you hvent allrdy...you should have the plugins in your max9 folder thats in MOD SDK. A good start might be to read the documentation on how to set up your mod and add new objects to the game.
Any texture you use on your model needs to be declared by a xml file:
example:
<?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Texture id="OSR_A10Thunderbolt_Dif_01" File="OSR_A10Thunderbolt_Dif_01.dds" /> </AssetDeclaration>
Then have a look at existing xml files to see how units nd buildings are made up.
You need to reference your w3x model in the units xml:
Example:
<Include type="all" source="ART:GU_Cmmndo_DIEB.w3x" />
then you reference that new units xml file in your main file..called mod.xml
example:
<Include type="all" source="units/GDIRepairDrone.xml" />
then you compile your mod, and if done right your unit should apear ingame.
This is the short version of the how to....do read the documentation that comes with the MOD SDK and have a look here if you want a step by step tutorial on how to create (model and rig) a new unit
this one is abit outdated when it comes to mapping and animating the tank treads but fine for the rest.
http://www.derelicts...ds/tutintro.php
This also is a good one to help you get started
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users