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Offline UTD^Force  
#21 Posted : Thursday, August 21, 2014 5:33:55 AM(UTC)
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Originally Posted by: Rrtaya_tsamsiyu Go to Quoted Post
oh, if i remember correctly a death module in the unit's code points to a hulk in hulk.ini, then that entry says to use a certain model and that sort of thing. Basically makes it to where you can have a unit look dead when it dies.

Or you could have a dancing clown appear when the tank dies, it's up to you.


I prefer the death module, but what will point to it?
This?
Code:
ConditionState = RUBBLE
 Model            = AVLeopard_D1
End
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Offline UTD^Force  
#22 Posted : Thursday, August 21, 2014 7:36:05 AM(UTC)
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I prefer to edit the tanks which are already in the game. My tank is black not as I skinned it, the shell comes out of the rocket launcher, the rockets come out of the middle of the tank and the barrel doesn't recoil in the right direction and the rocket launcher does that too. Finally the rocket launcher doesn't rotate, when I fixed it, it started to fly... Uh I spent 10 hours on my tank... And now it's like rubbish.

Edited by user Thursday, August 21, 2014 7:37:59 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#23 Posted : Thursday, August 21, 2014 7:47:33 AM(UTC)
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do what i do and look in w3dzh.big and find existing unused models and switch existing tanks for them
in fact download my minimods zip and play the models minimod as an example

each general has his own special CC and some vanilla USA units have different art (i wont say which see if you can work it out)
Offline UTD^Force  
#24 Posted : Thursday, August 21, 2014 8:14:23 AM(UTC)
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There is a model called AVCrusader, I think, it can transform to a hover tank.
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Offline UTD^Force  
#25 Posted : Thursday, August 21, 2014 8:16:46 AM(UTC)
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And there is a scorpion with two barrels and the rocket in the back, try adding it and yhe hover tank...
I will download your mods now.
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Offline klingondragon  
#26 Posted : Thursday, August 21, 2014 8:18:04 AM(UTC)
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Yes there is and I was planning on making that actually work but I haven't got round to it yet
I have however put the original prototype crusader model in instead of the final one ( I think I was called leopard)
Offline UTD^Force  
#27 Posted : Thursday, August 21, 2014 8:19:00 AM(UTC)
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And while I am not making a mod, just maps. I will use some models in my missions or my AoD.

Edited by user Thursday, August 21, 2014 8:20:57 AM(UTC)  | Reason: Wrong spelling because of the stupid phone

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Offline Rrtaya_tsamsiyu  
#28 Posted : Friday, August 22, 2014 12:40:10 AM(UTC)
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figured out how hulks work;
Code:
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End


OCL_InitialHumveeDebris points to an entry in ObjectCreationList.ini, which then points to an entry in Hulk.ini. And again, basically makes a dead object appear.

Also, seems like killasmods tutorials would show you how to fix your tank problems except for skinning. If i remember correctly the skin showing up black means it's too detailed, if it doesn't find the skin it will appear pink.

Edited by user Friday, August 22, 2014 12:41:30 AM(UTC)  | Reason: Not specified

one soul at a time
Offline precision_bomber  
#29 Posted : Friday, August 22, 2014 7:39:31 AM(UTC)
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Okay. Looks like you're having problems with Art Parameters. Here is stuff and some tips you might wanna use.

May have coding errors, I'm not on my PC.
Code:

Draw W3DTankDraw ModuleTag01 ;really just defines what the thing is, it does not make so much of a difference really. Except maybe W3DOverlordTankDraw
  DefaultConditionState ;same as ConditionState = None, it defines current status of the unit.
    Model = AW_VNTank_N ;this is what model to use.
    Animation = AW_VNTank_N.AW_VNTank_N ;the model in where it takes its animation from.
    AnimationMode = LOOP ;ONCE, BACKWARDS
    Turret = TURRET ;the exact bone that becomes the turret.
    TurretPitch = TURRETEL ;the exact bone that becomes the turrets pitching mechanism.
    ;There's also AltTurret and AltTurretPitch, which can serve as secondary turrets.
    WeaponLaunchBone = PRIMARY WeaponA ;Indicate what weapon slot and what bone, this is for projectiles. Only needed for projectiles and not lasers and bullets.
    WeaponFireFXBone = PRIMARY WeaponA ;Where ProjectileFireFX are drawn.
    WeaponMuzzleFlash = PRIMARY MuzzleFX ; this is when you make the muzzle flash of the unit part of the model. This bone appears and disappears whenever the weapon slot is used. Its different from HideAndShowBone* though.
  End
  AliasConditionState = DAMAGED ;this is if you want a certain status of a unit to use the same assets as above it.
End

* - citation needed

Tips:
-When making Vehicles, be sure to have a CHASSIS bone, this will be the basis of rotation of the unit.
-Do not forget to chain your bones together. Use the chain tool, located on the upper ribbons of GMax/RenX's interface. Make sure the model can be moved/rotated via only the CHASSIS bone.
-Orient everything to face the right of the front view pane before you import to W3D
-Label weapon bones. Weapons can any part of the model. But its good to have a convention. Like TurretMSxx, replace xx with a 2 dight number. Or what I did "WeaponAxx, WeaponBxx, WeaponCxx."
-Make sure the bone is facing the right axis. To make it even surer, align the pivot point with your move pointers.

Making your own models for you mod is hardwork especially if its a one-man-show like me. But eventually it pays off.

Edited by user Friday, August 22, 2014 7:40:29 AM(UTC)  | Reason: Not specified

Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
thanks 1 user thanked precision_bomber for this useful post.
UTD^Force on 8/22/2014(UTC)
Offline UTD^Force  
#30 Posted : Friday, August 22, 2014 8:07:34 AM(UTC)
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How it looks like in Gmax:
In Gmax
How it looks like in Game:
In Game
I am just making a tank not a mod...
Here are the INI s:

I am uploading the tank's files now.

Edited by user Friday, August 22, 2014 8:24:50 AM(UTC)  | Reason: Not specified

File Attachment(s):
The tank with its textures & INI s.zip (2,306kb) downloaded 2 time(s).
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Offline qqqqqqqqqp  
#31 Posted : Friday, August 22, 2014 10:47:03 AM(UTC)
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that skin looks so much better than what i can make :(
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
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Offline UTD^Force  
#32 Posted : Friday, August 22, 2014 11:10:04 AM(UTC)
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At Least your skin isn't black in game... :(
My first tank is rubbish, can you help me with the skin?
I now know how to fix everything else, but the barrel recoil direction.
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Offline precision_bomber  
#33 Posted : Friday, August 22, 2014 1:28:35 PM(UTC)
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You used .tga right?
You must import the textures you used to the .big too.

I'm practically not the best out there either.
(link since too big)
http://i.imgur.com/kSECFkL.jpg
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Offline UTD^Force  
#34 Posted : Friday, August 22, 2014 1:41:12 PM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post
You used .tga right?
You must import the textures you used to the .big too.

I'm practically not the best out there either.
(link since too big)
http://i.imgur.com/kSECFkL.jpg


I tried that earlier, but didn't work

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Offline precision_bomber  
#35 Posted : Friday, August 22, 2014 1:43:25 PM(UTC)
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By importing you imported them to Art/Textures/ ?
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
Offline UTD^Force  
#36 Posted : Friday, August 22, 2014 2:07:11 PM(UTC)
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yes, I've put them in Art>Textures, then I've added them to TexturesZH.Big with FinalBig.

Edited by user Friday, August 22, 2014 2:20:36 PM(UTC)  | Reason: Not specified

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Offline klingondragon  
#37 Posted : Friday, August 22, 2014 2:08:42 PM(UTC)
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No no no no no
Not in w3dzh.big
Make a totally new .big and call it 0mod.big or something(make sure you have 0 at the front)
Offline UTD^Force  
#38 Posted : Friday, August 22, 2014 2:20:09 PM(UTC)
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it's pink now.
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Offline UTD^Force  
#39 Posted : Friday, August 22, 2014 3:46:23 PM(UTC)
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If somebody knows how to fix the skin please tell me how...
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Offline klingondragon  
#40 Posted : Friday, August 22, 2014 4:31:52 PM(UTC)
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Where did you save the .big and in what manner are you implementing your tank
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