qqqqqqqqqp
12 years ago
I didn't know about the mammoth tank. so i have to check the .ini for the scud launcher. Ty for the site a lot of things I didn't know.
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Rrtaya_tsamsiyu
12 years ago
Welcome. And apart from the mammoth tank, there's almost a whole faction worth of stuff that isn't used
one soul at a time
qqqqqqqqqp
12 years ago
Ok so i believe i found the problem in my V3 missile launcher ( scud launcher + the cab of semi truck) when i export it then re-import it. IT has none of the Bones IE Smoke08,Treadfx07... etc is there a way to keep the bones when i export it?

;------------------------------------------------

And about the Barge... I'm going to have it where the barge has Hovercrafts in it and can carry 3 but the hovercrafts can hold 10 each giving the barge a "Capacity" of 30 and since the hovercrafts have low Hp they need to be in the Barge. Or Die. I have yet to implement the Hovercrafts already inside. But im working on that now.

;------------------------------------------------

Pow logic seemed Cool. Now snowmobiling Red guards, Rangers, and Rebels ( The 3 R's of ZH) would have to be as snow condition but be cool. Mammoth is to small compared to the Predator and the the Pred. makes a better looking mammoth tank any way. China having a Temple of nod as a war factory :0

;---------------------
Here is my Vs Missle Luncher   sshot001.bmp (1,407kb) downloaded 69 time(s).
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moridar
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12 years ago
Hey man! There IS a way to keep the bones when exporting... tricky stuff.

When you create them, they aren't toggled to export (by default). To change this, select them all, go to the utilities tab in the right sidebar, click on W3D Tools, and then under W3D Export Settings, check the box next to "Export Transform (Bone)".

Sidenote:
Have you had any luck with skinning original units? I have a couple that I've designed, and can apply textures and whatnot to the objects within Gmax, but does anybody know how to get those textures to actually show up in-game?
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Gameanater
12 years ago

Ok so i believe i found the problem in my V3 missile launcher ( scud launcher + the cab of semi truck) when i export it then re-import it. IT has none of the Bones IE Smoke08,Treadfx07... etc is there a way to keep the bones when i export it?

;------------------------------------------------

And about the Barge... I'm going to have it where the barge has Hovercrafts in it and can carry 3 but the hovercrafts can hold 10 each giving the barge a "Capacity" of 30 and since the hovercrafts have low Hp they need to be in the Barge. Or Die. I have yet to implement the Hovercrafts already inside. But im working on that now.

;------------------------------------------------

Pow logic seemed Cool. Now snowmobiling Red guards, Rangers, and Rebels ( The 3 R's of ZH) would have to be as snow condition but be cool. Mammoth is to small compared to the Predator and the the Pred. makes a better looking mammoth tank any way. China having a Temple of nod as a war factory :0

;---------------------
Here is my Vs Missle Luncher

Originally Posted by: qqqqqqqqqp 



That thing looks AAAAAAAAWESOOOOOOOOMMMMEEE!!!!!!

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
qqqqqqqqqp
12 years ago

Hey man! There IS a way to keep the bones when exporting... tricky stuff.

When you create them, they aren't toggled to export (by default). To change this, select them all, go to the utilities tab in the right sidebar, click on W3D Tools, and then under W3D Export Settings, check the box next to "Export Transform (Bone)".

Sidenote:
Have you had any luck with skinning original units? I have a couple that I've designed, and can apply textures and whatnot to the objects within Gmax, but does anybody know how to get those textures to actually show up in-game?

Originally Posted by: moridar 



1 thank you I'll tri it when I get a chance
2 the only thing I've been able to skin is original skins for them
I'll post a pic of the GLA mustard fighter compared its original skins so you can see the difference.
And to game. Thank you xd
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moridar
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12 years ago
No problem 🙂 I can confirm it works, because I've used it on my models. You'll also notice that if your Muzzle Bone isn't exported properly, projectiles will just fire from the origin of the model instead of wherever the Bone is. That's what really made me want to figure out how to fix it.

Browsing back, if you were never able to figure out the whole Gmax/Renx thing, I can help you out there too, I've got it working on my machine.

I'm also a 3D artist, so I would be happy to design units for your mod for you! I just added a mech with walking animations and everything to my mod... well that's the basis of mine, actually 🙂 I won't do animation models for you, because they take me forever and are probably considered a form of torture banned by the UN, but if you need me to whip up a model for you, or edit one, I'd be happy to help.

As far as skinning goes, I haven't found a way to apply any skins at all to my models. It kind of irritates me :/
Even Heroes know when to be scared.
qqqqqqqqqp
12 years ago
I've got it working.
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moridar
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12 years ago
Ah, excellent. Just wanted to double check and make sure. As relatively easy as modding this game is, there is some weird stuff that you kind of have to figure out on your own, since it's not explained anywhere. That's really been my experience with modding Zero Hour... Keep changing stuff until Serious Errors no longer occur 😛
Even Heroes know when to be scared.
qqqqqqqqqp
12 years ago
Now as for Skinning it kinda looks a bit odd but it works   MustangComparison.bmp (3,797kb) downloaded 70 time(s).   MustangComparison2.bmp (3,797kb) downloaded 70 time(s).
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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moridar
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12 years ago
Nice! How did you get them to display in-game?
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qqqqqqqqqp
12 years ago
I just modified the original texture of it and it did it on its own
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moridar
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12 years ago
So you left the original .dds file with the same name then?

I'm trying to figure out how to texture my own units that I designed myself (though this blackhawk is gonna be a b***h... almost not sure if I even want to). I'm pretty sure the file is referenced directly in Gmax/Renx... and I swear I've tried everything in that program to just get a simple camo texture to appear on my unit in game. That, or there's a .ini somewhere that links textures to units, and I just don't know where it is.

But anyway, my textures show up fine in Renx, but when I export and play... no luck. I think I'm missing something. I've followed the tutorial on here for skinning units essentially to the letter... but no luck on export :(

Even Heroes know when to be scared.
qqqqqqqqqp
12 years ago
Is the texture in the art file . Also is it named the same thing as the model. Idk if that's it.

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CommieDog
12 years ago

But anyway, my textures show up fine in Renx, but when I export and play... no luck. I think I'm missing something. I've followed the tutorial on here for skinning units essentially to the letter... but no luck on export :(

Originally Posted by: moridar 


Are you putting the texture files in the proper place? (I'm not sure exactly, but I thought it was \Art\Textures for Generals.)
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moridar
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12 years ago

Is the texture in the art file . Also is it named the same thing as the model. Idk if that's it.

Originally Posted by: qqqqqqqqqp 



It's not, unfortunately. Tried that :/

Are you putting the texture files in the proper place? (I'm not sure exactly, but I thought it was \Art\Textures for Generals.)

Originally Posted by: CommieDog 



It is indeed Art\Textures.

I think I'll just list what I have and have not tried.

Have tried:
-Applying texture in RenX with material editor (texture saved in generic My Documents path)
-Doing the above, but also placing a copy of the texture in the Art\Textures folder.
-Naming a basic camo texture the same as my unit's model name in .dds format

Have not tried:
-Placing the texture in the Art\Textures folder, and THEN applying it

I think I'll try that tomorrow. My a drive in my OS RAID-0 array failed yesterday, so I'm SOL until I get new drives tomorrow.

Does it matter if the files are .tga? I was applying them as .png, and they seemed to go on fine in RenX, but, as stated previously, never showed up in game. I'm pretty sure the game knows there is supposed to be a texture there, because the textured items appear as purple in-game.
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qqqqqqqqqp
12 years ago
I just convert it from a dds to a tga.
I don't think it reads pngs only tgas
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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qqqqqqqqqp
12 years ago
I will test making a completely new unit and then make the model ( proabaly a crappy box with a gun on it xd) and then texture it and code into the game and see if it will keep the textures (ill put the art in the art folder before applying it. ill get back to you on that.
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moridar
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12 years ago
Actually, I finished the Blackhawk sooner than I expected, and tested it out on my laptop.

I modelled it as a cross between the UH-60M and the "Stealth Hawk"'s tail that was found on the Bin Laden raid. It turned out pretty well.

Anyway, I can CONFIRM that if you save your texture as a .tga in the Zero Hour texture directory (Art\Textures\), it DOES work. I applied a generic texture to a few pieces as a test, and have [tried to] attached it.

  sshot045.bmp (1,407kb) downloaded 56 time(s).
Even Heroes know when to be scared.
qqqqqqqqqp
12 years ago
Hey glad u got it to work. Saved a lot of time for me but now I have to skin the things and IDK How or where there is a tut for tanks
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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