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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 02-21-2004, 07:07 PM   #1 (permalink)
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Default Tank tracks

How can you animate the tank tracks?
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Old 02-25-2004, 08:51 PM   #2 (permalink)
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The tank tracks are placed by the game engine according to the relative location of a bone or a pair of bones called, TREADFX01,02 so on. just create a small 4 sement sphere and place it under the tracks of the tank or wheels on other vehicles, and name them accordingly. if you are replacing a unit with a custom model this is all. But if you are creating a new unit, make sure the copied lines of code that you may have used as a reference to edit, has references to these treadfxs and has not been changed or deleted. that should be it, hope it helps.
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Old 02-25-2004, 10:49 PM   #3 (permalink)
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I think he meant animating the tracks on the tank so they move when the tank moves. This i'm not sure about.
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Old 02-25-2004, 11:43 PM   #4 (permalink)
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thats exactly what i explained does, Generals is scripted to do just that via the markers "TREADFX" bones.
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Old 02-26-2004, 02:12 PM   #5 (permalink)
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No they dont.

TreadFX bones just kick up dust and leave treadmarks on the ground. They dont animate the treads moving.

Animating treads isn't really a animation job, more of how their texture is applied. In RenX's Renegade material editor, go to the Vertex material tab (in Pass 1) and under "Stage 0 Mapping" drop down the box and select Linear Offset. Then type 'VPerSec= 1' into the Args box below it.
If the treads move sideways, try UPerSec= 1. If the treads are going backwards, use -1.
With this, and with the correct names for the tread meshes, the game should recognise they are treads and takes over from there.
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Old 02-27-2004, 09:03 AM   #6 (permalink)
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Quote:
Originally Posted by killakanz
No they dont.

TreadFX bones just kick up dust and leave treadmarks on the ground. They dont animate the treads moving.

Animating treads isn't really a animation job, more of how their texture is applied. In RenX's Renegade material editor, go to the Vertex material tab (in Pass 1) and under "Stage 0 Mapping" drop down the box and select Linear Offset. Then type 'VPerSec= 1' into the Args box below it.
If the treads move sideways, try UPerSec= 1. If the treads are going backwards, use -1.
With this, and with the correct names for the tread meshes, the game should recognise they are treads and takes over from there.
correction UPerSec=0.1
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Old 02-27-2004, 04:26 PM   #7 (permalink)
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0.1?

Well, I'm not sure now, I usually dont bother cos I usually dont skin them anymore :P
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