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Offline Rrtaya_tsamsiyu  
#41 Posted : Thursday, May 9, 2013 7:51:56 PM(UTC)
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Customize/load ui scheme, then you'll have to find your RenX ui file. After you've loaded your ui, use Export to save it as a .w3d. Export should be under Save in the File tab.

If you note what the default ui is, you can save over it after loading the RenX ui so you won't have to load the ui every time.
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Offline qqqqqqqqqp  
#42 Posted : Friday, May 10, 2013 11:32:01 AM(UTC)
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TY
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Offline Rrtaya_tsamsiyu  
#43 Posted : Friday, May 10, 2013 5:37:15 PM(UTC)
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Welcome
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Offline qqqqqqqqqp  
#44 Posted : Friday, May 10, 2013 6:36:22 PM(UTC)
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oK well i keep loading the renx script and it wontlet me export anything as a w3d it says "dont know how to save a file like that... and now the w3d import button went "Poof" now :0
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Offline qqqqqqqqqp  
#45 Posted : Saturday, May 11, 2013 1:51:46 PM(UTC)
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and my renx came only as a .mnu i think its not .ui Also i now have the chiliskinner and both it and w3d importor works

I go to us it via the load user ui (thingy) and go to my game packs then select the Renx.mnu And it loads (nothing changes) Then i go to export and it only says export as a p3d(plasma).Did i do something wrong not get the right thing or am i just not working it correctBanghead







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Edited by user Saturday, May 11, 2013 4:07:49 PM(UTC)  | Reason: Not specified

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Offline Rrtaya_tsamsiyu  
#46 Posted : Saturday, May 11, 2013 4:58:33 PM(UTC)
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i think the ui you need to load is Renx.cui. just keep trying different things, eventually it should work. That's all i know to do.
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Offline qqqqqqqqqp  
#47 Posted : Saturday, May 11, 2013 5:49:41 PM(UTC)
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Originally Posted by: rrtaya_tsamsiyu Go to Quoted Post
i think the ui you need to load is Renx.cui.


thats the thing there is no .cui.ui.whatever it just one file called renx.mnu and i load it and nothing happnes
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Offline Rrtaya_tsamsiyu  
#48 Posted : Saturday, May 11, 2013 7:19:39 PM(UTC)
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hmm, i don't know.
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Offline qqqqqqqqqp  
#49 Posted : Saturday, May 11, 2013 7:32:07 PM(UTC)
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does yours work?

If so.you could just attache your gmax file then i could DL it and see if that orks but just in case it doesn'tBanghead










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Edited by user Saturday, May 11, 2013 7:39:08 PM(UTC)  | Reason: Not specified

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Offline Rrtaya_tsamsiyu  
#50 Posted : Sunday, May 12, 2013 12:47:04 AM(UTC)
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Well, now that i looked at it, i'm not sure how mine is working. So, im not sure how to upload it to where it will work for you. Sorry

Edited by user Sunday, May 12, 2013 12:49:41 AM(UTC)  | Reason: Not specified

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Offline qqqqqqqqqp  
#51 Posted : Sunday, May 12, 2013 7:10:43 PM(UTC)
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rawr *Facepalm
I've edited the main file.ini and put the .mnu as the default ui and Nothing ...Banghead
Hey it dos work ...But i can't export as w3d that renx.mnu only adds a import w3d but when i do export it still says p3d(plasma)Sad
















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Edited by user Sunday, May 12, 2013 7:48:16 PM(UTC)  | Reason: Not specified

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Offline qqqqqqqqqp  
#52 Posted : Saturday, August 3, 2013 9:54:15 PM(UTC)
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Heres the Mod from v1.0 to v1.5 there will be unbalnceing and bugs so im ready for anything wroung and of course theres no modeling due to me still able to get my export as a w3d so if you can (and you care or are bored) you can make your own. Good luck and enjoy



EDIT:Well scratch that ... internet wont let me XD Tease srry for the inconvince i will have it out in the near future

Edited by user Saturday, August 3, 2013 10:19:47 PM(UTC)  | Reason: Not specified

9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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Offline qqqqqqqqqp  
#53 Posted : Monday, January 6, 2014 10:49:41 PM(UTC)
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My test Model looks better then i thought Shock
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Offline qqqqqqqqqp  
#54 Posted : Monday, January 6, 2014 11:41:09 PM(UTC)
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Where are the Vehicle animations?
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Offline Rrtaya_tsamsiyu  
#55 Posted : Tuesday, January 7, 2014 8:16:16 PM(UTC)
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animations are with their objects in W3D and W3DZH. i looked back on the thread, did you ever get the W3D importer working?
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Offline qqqqqqqqqp  
#56 Posted : Wednesday, January 8, 2014 11:30:46 AM(UTC)
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Yea I got it to work but I never seen the animations for them
I just see the models and there death animations.
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Offline Rrtaya_tsamsiyu  
#57 Posted : Wednesday, January 8, 2014 5:09:11 PM(UTC)
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ok. Well the animations, models and bones are all in W3D or W3DZH. Animations are invisible by themselves, and bones can't be seen in FinalBIG.

Whenever i make a model i export the model and animations together, although i don't think that's how i'm supposed to do it and is probably why the animations get messed up sometimes.
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Offline qqqqqqqqqp  
#58 Posted : Wednesday, January 8, 2014 6:57:32 PM(UTC)
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Hmmm well all I see is just the model(with Treads01....etc) , but the ranger has all of itsand. separate when the main model so is there ny specific way to find the anI. like the fireing animations of the scud L launcher

Edited by user Wednesday, January 8, 2014 10:21:33 PM(UTC)  | Reason: use ing cell

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Offline qqqqqqqqqp  
#59 Posted : Wednesday, January 8, 2014 10:19:09 PM(UTC)
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also does anyone notice that the preditor tank w3d looks like mammoth tank when you elongated width and add a second Gun 0-0
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Offline Rrtaya_tsamsiyu  
#60 Posted : Thursday, January 9, 2014 4:43:55 PM(UTC)
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Quote:
is there ny specific way to find the anI. like the fireing animations of the scud L launcher

look at the INIs. in the art section of units that are animated, you should stuff like this;
Code:

  Model           = UVCargoPln
  Animation       = UVCargoPln.UVCargoPln
  AnimationMode   = LOOP

that was taken from the GLA's Cargo Plane's INIs.

In this case, the model holds the unit's animations. You can tell because the Model entry and Animation entrys are all UVCargoPln.

This was taken from Colonel Burton's Default and Moving conditionstates;
Code:
 Model               = AIHERO_SKN
 Animation           = AIHERO_SKL.AIHERO_RNA 26


Here you can tell the model and animations are different files, because the names of the model, skeleton and animations are all different.

Quote:
like the fireing animations of the scud L launcher

i went and looked at the scud launcher and didn't find any animation code, the code simply tells it's gun to fire strait up. im not exactly sure why it dosn't fire before the weapon is raised.

The nuke cannon is a good example of a weapon that deploys using animations, and has the animations combined with the model.

Note that the nuke cannon only has one animation, the one that you see when it is deploying. The one you see when it's packing up is the same one, just reversed.

The nuke cannon also has two turrets, one has all the animations and the other is the one it actually uses to fire.


Edit; and about the Mammoth tank; from the looks of all the things left in the code and files, Generals and ZH could have been a rather different game.
you might be interested in this site; http://tcrf.net/Command_and_Conquer:_Generals

Edited by user Thursday, January 9, 2014 4:47:04 PM(UTC)  | Reason: Not specified

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