Posted by: unnem - Sunday, April 14, 2013 8:38:30 AM
Hello i got few questions about texturing a model in RenX [gmax] i have simple model let's say its a box. now im trying to put there texture using "asset browser" after i have done everything right texture appears and its working. but when i have smaller box that texture gets automaticly fit to smaller box and it looks weird. is there any way to apply one texture to whole model or just selected boxes? or is there any option that allows me re-size texture in editor scale it or rotate? also i saw somewhere something like vertex texturing i dont know how its called but you should know what i mean :P its like putting texture to one side of model (left / right or bottom w/e you select). anyone can give me some good tutorials or explain me that?

Posted by: Rrtaya_tsamsiyu - Sunday, April 14, 2013 9:42:35 AM
If you apply the modifier UVW map, it has a bunch of different options including one to rescale the texture. As far as doing the whole model at once, i don't think thats possible. Its just per-object. But if you select all your textured objects, that you would have textured together, and apply a UVW map to all of them at once it should make it one texture over all of them. not sure what vertex textureing is. maybe you could try this; http://www.fileplanet.com/58706/50000/fileinfo/ChilliSkinner-v3.0.0 Its a link to a tool called ChilliSkinner. I'm not exactly sure if this version works with gmax, chilliskinner is getting a little hard to find with all the dead links out there. Basically, chilliskinner is a script you can run in gmax, using maxscript/runscript. when you use the script in gmax, a window will appear. Select the object your skinning, and use the Auto Detach tool. The icon for the tool looks like a colorful box with some gears on it.

Posted by: unnem - Sunday, April 14, 2013 11:17:30 AM
okay thanks :) now one more question: how to select walls of model like this guy did? http://www.fsdeveloper.com/wiki/index.php?title=Texturing_a_GMax_building_video_tutorial i mean i know how to select in one object face !but! he merged 2 blocks if i see right also he selecting faces lighting them up and giving them ID id love to see what im selecting in renx because sometimes it just selects things behind my block and its kinda stupid also i cant select 2 blocks and give IDs when selected more than 1. and when peoples are making buildings i bet they using more than just one block and they do merge it somehow :P

Posted by: Rrtaya_tsamsiyu - Sunday, April 14, 2013 5:38:25 PM
Not sure what he was doing in the video. Some of the stuff he did may not be useable in Generals. Chilliskinner will allow you to select individual surfaces easier than in the video anyways, because it separates each surface into individual objects. As far as combining/grouping objects into one, i haven't been able to get Gmax to do that, and them stay together when i save/load the model. The building in the video probley wasn't more than one object. My guess is it had 2 sections width wise, and he used the mesh-modify modifier.

Posted by: unnem - Monday, April 15, 2013 7:51:20 AM
Hm... modelling isnt that hard as i thought but isnt easy either :) Could you tell me how to name animation in RenX? Id like to make some so my structure wont look so lame but when i do its not moving in game and i know that animation should be named.

Posted by: Rrtaya_tsamsiyu - Monday, April 15, 2013 12:20:16 PM
Ya, its sorta like ini editing or map making, its not as hard once you get used to it. There isn't a way to name an animation, as far as i know. When putting a unit or building into the game inis, it needs to have animation stuffs next to the model, like this; ConditionState = MOVING Model = ConscriptWalk Animation = ConscriptWalk.ConscriptWalk AnimationMode = LOOP End it just needs Animation = Modelname.Modelname, and the AnimationMode stuff in order to use the animation on that model. AnimationMode can make it do a couple different things, loop makes it continuously loop, there's also one that makes it play once, etc. also, recheck your animations in Gmax right after you export, because it sometimes doesn't export animations right (atleast for me). i don't know much as far as animating, but i should be able to get you started.

Posted by: unnem - Monday, April 15, 2013 1:02:09 PM
oh i understand now. so its just one model = one animation? like: ConditionState = moving Model = unitmoving Animation = unitmoving.unitmoving AnimationMode = LOOP End and: ConditionState = moonwalking Model = unitmoonwalking Animation = unitmoonwalking.unitmoonwalking AnimationMode = LOOP End if i want more animations for unit i gotta make more models...

Posted by: Rrtaya_tsamsiyu - Monday, April 15, 2013 1:24:16 PM
ya, you got it. Im pretty sure theres a way to do infantry differently, but i have no clue how. To change the number of frames, go into gmax and look at the icons at the bottom right corner. You should see one with what looks like a timer on it, and when you hover the mouse over it it should say Time Configuration. Click on it, and a window should appear. In that window should be a box named Length, change that to whatever you want.

Posted by: CommieDog - Monday, April 15, 2013 9:25:00 PM
[quote=rrtaya_tsamsiyu;127764]There isn't a way to name an animation, as far as i know. When putting a unit or building into the game inis, it needs to have animation stuffs next to the model, like this; ConditionState = MOVING Model = ConscriptWalk Animation = ConscriptWalk.ConscriptWalk AnimationMode = LOOP End it just needs Animation = Modelname.Modelname, and the AnimationMode stuff in order to use the animation on that model.[/quote] Actually, the animation name format is Skeleton.Animation. The skeleton is essentially a list of bones (things that cam move), while the animation file specifies how the bones move. For simple animations, the model, skeleton, and animation are all in the same file. For infantry, the model and skeleton have their own files, and each animation is by itself in its own file.

Posted by: unnem - Thursday, April 18, 2013 7:54:19 AM
Okay one more question... if i have for example: model of burned human runing around screaming 'aaah' and give it animation "NIHero_SKL.NIHero_ATA2" [black lotus hacking] why its working? burned guy is doing with hes body same thing as black lotus just without computer. is it matter of exportet bones? or its written somewhere in INI or DAT file? Also i tried to give him animation of nuke cannon [unpacking] and he did some weird thing with legs but yea - looks like he was trying to do that animation. How it working? Can anyone explain?

Posted by: Rrtaya_tsamsiyu - Thursday, April 18, 2013 2:17:00 PM
um, not sure why the black lotus animation worked so well. From what i've seen applying an animation to a unit it doesn't belong to usually makes it do some weird stuff, not much else. Mabey they made the black lotus stuff right after/before the burned guy? Or they could have used the same infantry model for all the infantry, just changing it a little for different units.

Posted by: unnem - Thursday, April 18, 2013 3:34:07 PM
hmm sounds weird. But nvm it's working - it's okay :) better for me. I have another question - i have imported W3D model called AIHERO_SKN.W3D or something like that and what i saw in renx it was so weird... just random blocks etc all in one [center] like someone cut that guy apart and put everything to one pile. Anyone know why that happend?

Posted by: Rrtaya_tsamsiyu - Thursday, April 18, 2013 3:55:12 PM
Some of the models are like that, not exactly sure why. i think its just a skin, not an entire model. You should be able to find one that says somthing other than SKN on the end of its name, which should work.

Posted by: unnem - Friday, April 19, 2013 1:15:31 PM
Yea but this one is just white. will it work as skinned when i rename+remake it and export to W3D?

Posted by: Rrtaya_tsamsiyu - Friday, April 19, 2013 1:43:45 PM
i think it should, i remember importing things like sandbags and planes, reusing them, and exported them still white and they worked.

Posted by: unnem - Wednesday, April 24, 2013 4:03:02 PM
okay now exporting problem... happening since i installed that chilliskinner thing... when im exporting some model it just getting weird and blocks are not where i put them :P its messed up. how i can fix it?

Posted by: Rrtaya_tsamsiyu - Wednesday, April 24, 2013 11:26:57 PM
odd, i've never seen this problem. Are they just rotated one way or another? in the top-down view, your model should be facing to the right.

Posted by: unnem - Thursday, April 25, 2013 4:06:19 AM
i know my model should be faced to right but that's not what i ment. before exporthing model: [img]http://0.tqn.com/d/collegeapps/1/0/N/Y/-/-/green-building-MIT.jpg[/img] after exporting: [img]http://imeu.net/engine2/uploads/2/destroyed-building-gaza.jpg[/img] before im exporting it looks cool. after exporting blocks are rotated / moved etc and don't even stick to eachother. it is w/o animation just model.

Posted by: Rrtaya_tsamsiyu - Thursday, April 25, 2013 11:57:12 AM
Are you exporting it as a hierarchical model?

Posted by: unnem - Thursday, April 25, 2013 12:21:08 PM
Yep... hierarchical model w/o animations theres an option that u can apply to block "Map scaler binding" can it be cuz of this? it also happening since i started to using those & changing vertex.

Posted by: Rrtaya_tsamsiyu - Thursday, April 25, 2013 12:37:04 PM
i don't think i've ever used Map Scaler Binding, i always use UVW Map. Mesh editing shouldn't cause it.

Posted by: unnem - Thursday, April 25, 2013 1:16:31 PM
im not good at UVW Map :P I mean when i have something like circle texture is weird scaled... Anyways it's working now i did right click to map scaler binding and "collapse to" i have no idea what it does but it's working :D

Posted by: Rrtaya_tsamsiyu - Thursday, April 25, 2013 6:43:11 PM
ok. i usually do uvw and then click random buttons until something looks good, lol

Posted by: unnem - Sunday, May 12, 2013 3:20:16 PM
Okay i got another problem. i made model with animation [hanged dude on rope] but something is wrong - animation working but not with vertex manipulation. i can't see vertex moving like there was no animation but i did it. any ideas?

Posted by: Rrtaya_tsamsiyu - Monday, May 13, 2013 1:03:21 AM
hmm, i haven't ever tried animating vertexes

Posted by: unnem - Tuesday, May 21, 2013 1:31:04 PM
nobody? i really need it to finish my mod :x

Posted by: unnem - Monday, June 3, 2013 12:54:46 AM
Ok i got help from someone else with vetexes [it's not possible to animate it unless you have BONE for that] now another question: In CNC3 TW you can place tiberium field [hole] that has model which "dig" in ground... I mean half of this model is under ground but in game it's getting normal (smart model or what?) is it possible to make model like that in generals?

Posted by: precision_bomber - Monday, June 3, 2013 7:14:48 AM
SAGE doesn't like Vertex Animation, methinks. I have a unit with a cape. The Cape was manually animated through vertices, to make it flow like it was part of the unit. But eventhough the animation shows up on the RenX/GMax, it doesn't play on the game, it only assumes that last frame. Try segmenting each desired animated joint.

Posted by: qqqqqqqqqp - Tuesday, June 4, 2013 2:28:53 PM
... at least you all can export as w3d all i can do is import and make my thingy but never export it T_T only as a plasma (and yes i have everything needed to skin w3d importer and the renx.mnu ).