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