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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-14-2003, 04:37 AM   #1 (permalink)
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Posts: 373
Default How to add tank model

I've got a problem adding a model to the FactionUnit.ini.

Everything works like it should, but the "damaged" skin isn't shown !

I want to add the new Paladin Tank (two Barrels [thx to ChrisV80] as an upgrade for the paladin tank and it's shown like it should. The W3D-Model is shown correctly, but when it's damaged, the damaged skins do not apply (the undamaged skin is shown). I know I have to change something for the REALLYDAMAGED and RUBBLE conditions, and for the "Model = AVAdvPaladin" or "Animation =" Tag, but what excatly ?

How can I integrate the skins into this code ?

Code:
    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVAdvPaladin
      Turret = Turret01
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVAdvPaladin
      Turret = Turret01
      AltTurret = Laser
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    ConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE
      Model = AVAdvPaladin
      Turret = Turret01
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
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Old 08-14-2003, 05:44 AM   #2 (permalink)
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ok, i assume its chrisV80s high tech paladin you are trying to add, if this is the case, you are going to need to do somethings, first you will need a w3d to gmax converter, flyby has one, but i cant remember where. Then you will need to import the model of the hightech paladin, and apply the damaged and rubble skins, and save them as AVAdvPaladin_D and AVAdvPaladinD1, then export them to w3d format again, but you must keep the origiona, and save them as 3 difereent names for it to work, or you could be cheesy and do it using the hide/show object command, and combine all 3 models to one, so you just have 1 file containing the model. If you need it in greter detail just say
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Old 08-14-2003, 07:57 AM   #3 (permalink)
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here u go

;------------------------------------------------------------------------------
Object AmericaTankPaladin

; *** ART Parameters ***
SelectPortrait = SAPaladin_L
ButtonImage = SAPaladin

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
UpgradeCameo5 = Upgrade_AmericaShells1

Draw = W3DTankDraw ModuleTag_01

ExtraPublicBone = Laser

ConditionState = NONE
Model = AVPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = REALLYDAMAGED
Model = AVPaladin_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = RUBBLE
Model = AVPaladin_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVAdvPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVAdvPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Paladin
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PaladinTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PaladinTankGunUpgraded
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 1100
BuildTime = 12.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
Science = SCIENCE_PaladinTank
End

ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level

IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;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 = AmericaTankPaladinCommandSet

; *** AUDIO Parameters ***
VoiceSelect = PaladinTankVoiceSelect
VoiceMove = PaladinTankVoiceMove
VoiceGuard = PaladinTankVoiceMove
VoiceAttack = PaladinTankVoiceAttack
SoundMoveStart = PaladinTankMoveStart
SoundMoveStartDamaged = PaladinTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = PaladinTankVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = PaladinTankVoiceCrush
VoiceEnter = PaladinTankVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
;AltTurret
; TurretTurnRate = 9000;
; ControlledWeaponSlots = SECONDARY
;End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_PaladinTankDeathEffect
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_PaladinTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End

Behavior = PointDefenseLaserUpdate ModuleTag_07
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = WeaponSetUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaShells1
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
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Old 08-14-2003, 08:46 AM   #4 (permalink)
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Thx pieten, but that's not the problem ! I already included it in the FactionUnit.ini and made a new Weapon in the Weapons.ini !

Ok, I've imported the .w3d-Model in GMax/Renx. But how can I change Textures ?
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Old 08-14-2003, 09:15 AM   #5 (permalink)
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you will need renX, use the material editor (top tool set, drag it left to reveal a chess board like icon, click on it) Once the material editor is open, click the pass 1 tab, then click the textures tab. Tick the Stage 0 texture box, and move the menu to the left, so you can see thw whole tank. select everything on the tank other than the circle on the laser (if you are using chrisV80s high tech paladin) the find the damaged texture, by clicking the box that says 'none', select it from the list (it must be in .tga format for this). now click publish and display, and finaly click assign material to section (the bottom right box in the whole menu). Thats it, now just export the model in w3d format, and export it as AVAdvPaladin_D or something, but it must be diferent from the origional. Repeat the same process to get the rubble version, then all you have to do is change the code so that it says

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVAdvPaladin_D

and change the rubble one to say the name of the rubble model, thats how you do it
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Old 08-14-2003, 09:58 AM   #6 (permalink)
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Ok, I found everything !

But how to convert the .dds-files to tga ? Or don't I need that and can import them directly ? Or am I wrong and I need to make`my own separate tga files ?
I don't have Photoshop, so I can't use the Plugin, but I have Paintshop Pro? Any chance to open it with that program? Or any other programs?

Thx for helping me !
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Old 08-14-2003, 11:02 AM   #7 (permalink)
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Found out how to import the Plugin into Paintshop ! Now I try to edit the skins !
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Old 08-14-2003, 11:24 AM   #8 (permalink)
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Is it correct when I export the model without Animation and only Model hierarchy?
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Old 08-14-2003, 03:57 PM   #9 (permalink)
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dont be lazy.
try these guide by Proclone

http://dynamic5.gamespy.com/~blitzkr...?page=resource
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Old 08-14-2003, 04:11 PM   #10 (permalink)
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yep, just a heighrarchal model (sp?), its bone it its self to some extent, but it does what you need it to.
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