I've just started to try to make a model (bbr, first time), but I am a little confused on one thing.
I took the simple gondor soldier, and removed the sword and that thing at his side (forgot name) and added the tower guard spear. Now I should do the binding. But now my question: since the unit has a new weapon, and I want to take the rohan spearmen anims, which bones must be binded? I don't really undertand the connection between bones and animations (if there is any, which I think there is?) Should I take the standard gondor soldier bones and bind them? And then add this model to the game and in the new units object code, define other anims, or ... take the tower guard bones and delete the ones I can't use? Or add whole new ones?
I got some experience in modeling (cinema 4d), but I don't get this? I've looked at a few tutorials, but perhaps I'm somehow missing the point. Could someone post a simple clarification?
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Hard_Sander
Member Since 07 May 2006Offline Last Active Oct 16 2017 09:49 PM
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A simple question
09 January 2007 - 09:05 PM
Fortress Upgrade
27 December 2006 - 03:04 PM
I've made a new fortress and I can't let the game charge money for building something on the expansion plots. So I wanted to create an fortress upgrade that will change the commandset of the expansionplots, so only then you can build something on them. But it isn't working.
The CommandButton:
The CommandSet
The relevant part of the expansionplot:
The part out of the Fortress:
And upgrade.ini:
I can't find what's wrong with this code. Perhaps the double linking to upgrade.ini is irrelevant, although it shouldn't be a problem.
What happens: I can buy the upgrade without problem, but then the commandset of the expansionplots doens't change.
The CommandButton:
CommandButton Command_PurchaseUpgradeRohanFortressExpansionPad Command = OBJECT_UPGRADE Upgrade = Upgrade_RohanFortressUpgradeExpansionPad Options = CANCELABLE TextLabel = CONTROLBAR:PurchaseUpgradeRohanFortressExpansionPad ButtonImage = HSSharkuTameBeast; BGFortress_BRSentryTwr ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeRohanFortressExpansionPad Radial = Yes InPalantir = No End
The CommandSet
CommandSet RohanFortressExpansionPadCommandSetEndCommandSet RohanFortressExpansionPadUpgradedCommandSet 1 = Command_ConstructRohanSentryTowerEndCommandSet RohanFortressCommandSet InitialVisible = 7//Main Menu 1 = Command_ConstructRohanPorter 2 = Command_SelectRevivablesMenFortress 3 = Command_StartCitadelSelfRepair 6 = Command_Sell 5 = Command_SelectUpgradesMenFortress //Upgrades Menu 8 = Command_PurchaseUpgradeRohanFortressExpansionPad 14 = Command_RadialBack //Hero Menu 15 = Command_RingHeroReviveSlot // Note we also need an extra slot for the Create A Hero 17 = Command_GenericReviveSlot1 //Revives any hero. keep them UNIQUE within the same commandset! 18 = Command_GenericReviveSlot2 19 = Command_GenericReviveSlot3 20 = Command_GenericReviveSlot4 21 = Command_GenericReviveSlot5 22 = Command_GenericReviveSlot6 23 = Command_GenericReviveSlot7 24 = Command_RadialBack End(a little messy)
The relevant part of the expansionplot:
CommandSet = SellableCommandSet ... Behavior = CommandSetUpgrade ModueTag_RohanFortressExpansionPadUpgradedCommandSet TriggeredBy = Upgrade_RohanFortressUpgradeExpansionPad1 CommandSet = RohanFortressExpansionPadUpgradedCommandSet End
The part out of the Fortress:
Behavior = CastleUpgrade ModuleTag_SentryTowerExpansionPadUpgrade TriggeredBy = Upgrade_RohanFortressUpgradeExpansionPad Upgrade = Upgrade_RohanFortressUpgradeExpansionPad1 End
And upgrade.ini:
Upgrade Upgrade_RohanFortressUpgradeExpansionPad Type = OBJECT BuildCost = 1000 BuildTime = 20 DisplayName = Upgrade:RohanFortressUpgradeExpansionPad ;ResearchSound = CampSoldierUpgradeFortress SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_FORTRESS End Upgrade Upgrade_RohanFortressUpgradeExpansionPad1 Type = OBJECT End
I can't find what's wrong with this code. Perhaps the double linking to upgrade.ini is irrelevant, although it shouldn't be a problem.
What happens: I can buy the upgrade without problem, but then the commandset of the expansionplots doens't change.
ASSET ERROR
23 December 2006 - 02:13 PM
I get this error when I'm starting my game:
*** ASSET ERROR: when not using DefaultConditionState, the first ConditionState must be for NONE ()
Error parsing field ModelConditionState in block '...'
I don't really understand what they're saying here. Could someone tell me what they mean with:
the first ConditionState must be for NONE () ? Must I add a DefaultConditionState or something?
*** ASSET ERROR: when not using DefaultConditionState, the first ConditionState must be for NONE ()
Error parsing field ModelConditionState in block '...'
I don't really understand what they're saying here. Could someone tell me what they mean with:
the first ConditionState must be for NONE () ? Must I add a DefaultConditionState or something?
CaH
09 September 2006 - 05:30 PM
Could someone tell me where is defined which sound plays when an CaH dies, and which resurection image they have?
Thanks in advance.
Thanks in advance.
Combining maps
17 June 2006 - 08:02 PM
Is it possible to open a map and then place another map next to it?
I was so stupid to split the making of an map, but now I can't combine it...
I was so stupid to split the making of an map, but now I can't combine it...
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