Posted by: precision_bomber - Thursday, March 22, 2012 1:41:23 AM
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?
Posted by: krit - Thursday, March 22, 2012 5:25:48 AM
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.
Posted by: precision_bomber - Thursday, March 22, 2012 7:21:04 AM
Thanks for the first part...
I checked my codes they're alright.
I've developed it using a MIG template.
[code]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[/code]
I don't have a damage model yet...
Art/W3D
In case you want to inspect the model...
[ATTACH]1048[/Attach]
Posted by: krit - Thursday, March 22, 2012 4:45:41 PM
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.
Posted by: precision_bomber - Thursday, March 22, 2012 6:07:52 PM
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