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The Tank Im adding doesn't turn its barrel.
Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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So, I've added one of the unused units, Retextured it and all.
Animated the turret spinning. But thats all In one model? Is that bad? Also, Its turret doesn't spin. The shell just kinda comes out of the Middle of the tank How can I fix that aswell.
And thats about it. Thanks.
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Major Joined: 5/21/2015(UTC) Posts: 107 Thanks: 6 times Was thanked: 19 time(s) in 16 post(s)
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Animated the turret? You dont animate nothing, unless is details like a dish spinning or something like that... You have to name the turret "TURRET", open a model and see... As for the firing, you need to creates bones for that. |
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2 users thanked oliver for this useful post.
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Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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Originally Posted by: Oliver Animated the turret? You dont animate nothing, unless is details like a dish spinning or something like that... You have to name the turret "TURRET", open a model and see... As for the firing, you need to creates bones for that. Thanks man, I saw the turret part in the model code when I added it in, Wasn't so sure about it so I asked. Also, Uh... Any sorta details on the bone creating you or anyone else can give me? Kinda lost on bones. Edited by user Saturday, July 4, 2015 1:47:48 AM(UTC)
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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create a sub-object, a really small one, on the model, label it to something like "WEAPONAxx" or "TURRETMSxx" and chain it to the barrel.
(of course, replace the xx with numbers) You do know how to chain sub-objects to sub-objects right? |
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Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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Originally Posted by: Zatsupachi create a sub-object, a really small one, on the model, label it to something like "WEAPONAxx" or "TURRETMSxx" and chain it to the barrel.
(of course, replace the xx with numbers) You do know how to chain sub-objects to sub-objects right? Nope. I'm just pretty much barely getting into the groove of Modelling. Also... Whats a subobject? Edited by user Saturday, July 4, 2015 3:00:01 AM(UTC)
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Major Joined: 5/21/2015(UTC) Posts: 107 Thanks: 6 times Was thanked: 19 time(s) in 16 post(s)
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he means linking objects/meshes, so that when one parts is moving, the other moves with it... Not sure about renx, but 3ds max has a button for that... Also, if you dont know how to create bones, just import a model and use their bones. |
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Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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Originally Posted by: Oliver he means linking objects/meshes, so that when one parts is moving, the other moves with it... Not sure about renx, but 3ds max has a button for that... Also, if you dont know how to create bones, just import a model and use their bones. Yeah well, Im still having quite a few problems. 1. The shooting effect from the barrel has black around it. 2. I used bones, named them the crap the other guy said and linked em to the barrel. Shell still comes out of the Chassis. So... Can someone just like, Give me a few steps to follow?
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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1. It has something to do with fixing Alphas using RenX material(? need citation) 2. Did you actually go to the unit code and have the Sub-object be the WeaponLaunchBone? Code:
WeaponLaunchBone = PRIMARY WEAPONAxx ;Weapon source, Sub-oject from model
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Major Joined: 5/21/2015(UTC) Posts: 107 Thanks: 6 times Was thanked: 19 time(s) in 16 post(s)
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2. Make sure you check the box "Export Transform (bone)" in W3D tools, otherwise the bone won't even be exported. Edited by user Sunday, July 5, 2015 7:48:37 AM(UTC)
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1 user thanked oliver for this useful post.
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Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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Alright! I got the Shell to come out of the barrel.
Just have a few more questions,
1. The shooting effect still comes out of the chassis of the tank, Solution?
2. To make a double barreled tank do I just put the same named bone on each side? Is there another way? Just wondering
3. The firing effect. When I open Renx it just the regular white fire effect, I acctually deleated it for a bit for testing. And when I put it back its part of the model instead of being a thing that shows up when it shoots.
To put more detail, Its basically sticking off the barrel 24/7 with a black around the firing effect.
Thanks.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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1. Same way you did with the Shell coming out of the barrel. Have this in the art code Code:
WeaponFireFXBone = PRIMARY Muzzlexx ;or what ever fx bone you named it
WeaponMuzzleFlash = PRIMARY MuzzleFXxx
2. No. Never have duplicate sub-object names. When you have "WeaponA01" the other barrel should be "WeaponA02" 3. It has something to do with fixing Alphas using RenX material(?) |
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Captain Joined: 3/2/2015(UTC) Posts: 72 Location: On the intersection of conch and coral. Thanks: 24 times Was thanked: 2 time(s) in 2 post(s)
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3. It has something to do with fixing Alphas using RenX material(?)
What the crap does that mean!? And how can I do it? Sorry, New to this stuff.
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Major Joined: 5/21/2015(UTC) Posts: 107 Thanks: 6 times Was thanked: 19 time(s) in 16 post(s)
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Bones and Material settingsHere, this tutorial will help you. |
3D/2D Artist |
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The Tank Im adding doesn't turn its barrel.
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