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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 10-03-2003, 06:46 PM   #1 (permalink)
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Join Date: Jun 2003
Posts: 177
Default Bone help

I did some boning on my spitfire, I wanted a prop on it. So i did this
--------
Object AmericaJetRaptor

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVRaptor
Animation = NVCargoPln.NVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End

-------------------------------------------------------------------

Now the problem is, the animation is working already. But the background of the prop is still a colored plane (a gmax plane, not a real one ). I think the problem is that I still don't know how to 'hide' the bones . So you can't see the bones in generals but still they 'work'. Anybody who to get this right?
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Old 10-04-2003, 11:32 AM   #2 (permalink)
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Join Date: Mar 2003
Location: USA
Posts: 452
Default

what you need to do is apply a transperancy to the plane that you have the propellor skin on.

http://www.fileplanet.com/dl.aspx?/p...torialsall.zip

the material application guide in that will tell you how to do it.

As for hiding bones, select the bones you want to hide, click on the little hammer thingie in renx, then click on w3d tools, and uncheck the box export geometry. This will make the bones invisible in-game, but they will still 'be' there.
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