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