precision_bomber
14 years ago
I got a couple of questions.
Yes. I do use GMax.
Help file doesn't exist for some reason.

How do you attach objects to an objects on the CHASSIS without it being one with the CHASSIS and that I can still select them as separate objects, like HOUSECOLOR?
Example, I can drag around the CHASSIS and the HOUSECOLOR follows, but then I can select them and move them somewhere else...

What makes a model invisible?

I've skinned the model but then it still appears invisible in game... Is it because of the Custom Skin I used? I already added the Custom skin on the on my Graphics BIG, still it appears invisible.

I re-skinned the TankShell with custom shell skin. But it appeared in inverse colors. WTH is going on?
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
Sponsor
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
14 years ago
It's called parents and childrens tree, or a hierachy tree, or whatever people like to call it.

Basically, what you have is make the housecolor the child of the chassis. First, select the child object and click the "Select and Link" tool on the toolbar (Top left area). Hit "H" on the keyboard to bring up the Select Objects window and double click on the object you want to link it to as a child.

In your case, you would select HOUSECOLOR, select the tool, then select CHASSIS through the select objects window.


Invisible models are usually caused by improper naming in the INIs or a missing model file. Double check your codes and files.
UserPostedImage 
precision_bomber
14 years ago
Thanks for the first part...

I checked my codes they're alright.

I've developed it using a MIG template.
Object Boss_CZJetRedLightning
    ; *** ART Parameters ***
  SelectPortrait = SNMig_L
  ButtonImage = SNMig
  UpgradeCameo1 = Upgrade_ChinaAircraftArmor
  UpgradeCameo2 = Upgrade_ChinaBlackNapalm
  ; UpgradeCameo3 = NONE
  ; UpgradeCameo4 = NONE
  ; UpgradeCameo5 = NONE
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = CZDM_REDLIGHTNING
      HideSubObject = BurnerFX01 BurnerFX02
      WeaponLaunchBone = PRIMARY WeaponA
    End
    ConditionState = JETEXHAUST
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
    ConditionState = JETEXHAUST JETAFTERBURNER
      ShowSubObject = BurnerFX01 BurnerFX02
      ParticleSysBone = Exhaust01 JetExhaust
      ParticleSysBone = Exhaust02 JetExhaust
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
    ConditionState = REALLYDAMAGED
      Model = CZDM_REDLIGHTNING
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
    ConditionState = RUBBLE
      Model = NVMIG_D
    End
    ConditionState = REALLYDAMAGED JETEXHAUST
      Model = CZDM_REDLIGHTNING
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
    ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
      Model = CZDM_REDLIGHTNING
      ShowSubObject = BurnerFX01 BurnerFX02
      ParticleSysBone = Engine01 JetExhaust
      ParticleSysBone = Engine02 JetExhaust
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
    ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
      ; @todo srj -- model missing
      ; Model              = NVMIG_D1B
      Model = CZDM_REDLIGHTNING
      ; HideSubObject is needed cause there're inherited from default condition state
      HideSubObject = None
      ShowSubObject = None
      ParticleSysBone = Engine01 JetExhaust
      ParticleSysBone = Engine02 JetExhaust
      ParticleSysBone = Wingtip01 JetContrail
      ParticleSysBone = Wingtip02 JetContrail
    End
  End
  ; ***DESIGN parameters ***
  DisplayName = OBJECT:MIG
  EditorSorting = VEHICLE
  Side = China
  TransportSlotCount = 0     ; how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 200.0
  ShroudClearingRange = 300.0
  Prerequisites
    Object = Boss_Airfield
  End
  WeaponSet
    Conditions = None
    Weapon = PRIMARY AircraftMiniGun
    Weapon = SECONDARY NapalmMissileWeapon
    PreferredAgainst = PRIMARY INFANTRY VEHICLE
  ; AutoChooseSources = PRIMARY     NONE
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY AircraftMiniGun
    Weapon = SECONDARY BlackNapalmMissileWeapon
    PreferredAgainst = PRIMARY INFANTRY VEHICLE
  ; AutoChooseSources = PRIMARY     NONE
  End
  ArmorSet
    Conditions = None
    Armor = AirplaneArmor
    DamageFX = None
  End
  BuildCost = 2200
  BuildTime = 10
  ExperienceValue = 50 50 100 150     ; Experience point value at each level
  ExperienceRequired = 0 100 200 400     ; Experience points needed to gain each level
  IsTrainable = Yes     ; Can gain experience
  CrusherLevel = 1     ; What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel = 2     ; What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = ChinaJetMIGCommandSet
  ; *** AUDIO Parameters ***
  VoiceSelect = MigVoiceSelect
  VoiceMove = MigVoiceMove
  VoiceAttack = MigVoiceAttack
  VoiceAttackAir = MigVoiceAttackAir
  VoiceGuard = MigVoiceAirPatrol
  SoundAmbient = MigAmbientLoop
  UnitSpecificSounds
    VoiceCreate = MigVoiceCreate
    Afterburner = RaptorAfterburner
    VoiceGarrison = MigVoiceMove
  End
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  Body = ActiveBody ModuleTag_02
    MaxHealth = 160.0
    InitialHealth = 160.0
  End
  Behavior = JetSlowDeathBehavior ModuleTag_03
    FXOnGroundDeath = FX_JetOnGroundDeath
    OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp
    DestructionDelay = 99999999     ; destruction will happen when we
    RollRate = 0.2
    RollRateDelta = 100%     ; each frame, rollrate = rollrate * rollrateDelta
    PitchRate = 0.0
    FallHowFast = 110.0%     ; Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath = FX_MigDeathInitial
    OCLInitialDeath = OCL_MIGDeathInitial
    DelaySecondaryFromInitialDeath = 500     ; in milliseconds
    FXSecondary = FX_JetDeathSecondary
    OCLSecondary = OCL_MIGDeathSecondary
    FXHitGround = FX_JetDeathHitGround
    OCLHitGround = OCL_MIGDeathHitGround
    DelayFinalBlowUpFromHitGround = 200     ; in milliseconds
    FXFinalBlowUp = FX_JetDeathFinalBlowUp
    OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp
  End
  Behavior = WeaponSetUpgrade ModuleTag_04
    TriggeredBy = Upgrade_ChinaBlackNapalm
  End
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 500.0
  End
  Behavior = JetAIUpdate ModuleTag_06
    OutOfAmmoDamagePerSecond = 10%     ; amount of damage to take per SEC (not per frame) when out of ammo
    ; note that it's expressed as a percent of max health, not an absolute
    TakeoffDistForMaxLift = 0%     ; larger numbers give more lift sooner when taking off
    TakeoffPause = 500
    MinHeight = 5
    ReturnToBaseIdleTime = 10000     ; if idle for this long, return to base, even if not out of ammo
  End
  Locomotor = SET_NORMAL MIGLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor
  Behavior = FlammableUpdate ModuleTag_08
    AflameDuration = 5000     ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3     ; taking this much damage...
    AflameDamageDelay = 500     ; this often.
  End
  Behavior = TransitionDamageFX ModuleTag_09
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
  End
  Behavior = MaxHealthUpgrade ModuleTag_10
    TriggeredBy = Upgrade_ChinaAircraftArmor
    AddMaxHealth = 40.0
    ChangeType = ADD_CURRENT_HEALTH_TOO     ; Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End
  Geometry = Box
  GeometryIsSmall = Yes
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 5.0
  Shadow = SHADOW_VOLUME
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89     ; minimum elevation angle above horizon. Used to limit shadow length
End

I don't have a damage model yet...

Art/W3D

In case you want to inspect the model...

  CZDM_REDLIGHTNING.zip (43kb) downloaded 3 time(s).
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
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
14 years ago
There's a name mismatch. The name you gave to the model is too long, so when it was exported into W3D it was shortned to CZDM_REDLIGHTNI (Open the model in W3D viewer and check under Hierachy).

Usually I'd fix it by re-exporting the model with a shorter name, but you can try changing all references to the model in the codes from CZDM_REDLIGHTNING to CZDM_REDLIGHTNI. That might work.
UserPostedImage 
precision_bomber
14 years ago
I re-exported the model.

AND IT WORKS! THANKS.
THANK YOU VERY MUCH.

Now I just have to make the bones invisible.

Yes. It's small, it's supposed to be.

http://www.moddb.com/mods/cutezome-danmaku-mod/images/red-lightning 
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