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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Mini Map Window - WND Problem or Hardcoded?

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

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Old 06-03-2004, 05:18 AM   #11 (permalink)
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Quote:
Originally Posted by DeeZire
By changing the draw module in the cameo window, you can get the game to draw the 3d model of your unit rather than its cameo - handy for mech or future style mods

I tried the cameo movie but it doesn't work, can you tell me the draw module your talking about? I'd like to try this out.
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Old 06-03-2004, 09:40 AM   #12 (permalink)
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Quote:
Originally Posted by UlthuanDefender
TylerD Keeping the Map window kinda Contradicts the whole point of "HIDE THE GUI" button. But to answer you question. Yes it can be done. I played around with something like that. As i pointed out, what would be the point of the "Hide" button if its only hiding half the GUI.
People who know the hotkeys dont need to see the GUI, but they need to see the minimap right..?

Jesus I just feel like Im making a fool of myself in this thread, screw it
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Old 06-03-2004, 01:47 PM   #13 (permalink)
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Quote:
Originally Posted by Capt_Pickles
Quote:
Originally Posted by DeeZire
By changing the draw module in the cameo window, you can get the game to draw the 3d model of your unit rather than its cameo - handy for mech or future style mods

I tried the cameo movie but it doesn't work, can you tell me the draw module your talking about? I'd like to try this out.
After reading this I hunted around in there for awhile. I see a tag called W3DNoDraw in some spots. Does this have to be changed to W3DDraw? And then the IMAGE: tags below that changed to MODEL: ? That was my first guess but I didn't have time to try it out or anything. Can you be a little more specific D?
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Old 06-03-2004, 02:14 PM   #14 (permalink)
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If you can find his module guide with the draw modules, I believe the correct info is in there.
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Old 06-03-2004, 04:07 PM   #15 (permalink)
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Quote:
Originally Posted by TylerD
Quote:
Originally Posted by UlthuanDefender
TylerD Keeping the Map window kinda Contradicts the whole point of "HIDE THE GUI" button. But to answer you question. Yes it can be done. I played around with something like that. As i pointed out, what would be the point of the "Hide" button if its only hiding half the GUI.
People who know the hotkeys dont need to see the GUI, but they need to see the minimap right..?

Jesus I just feel like Im making a fool of myself in this thread, screw it
I don't know much buyt can't you make the radar in a seperate GUI that appears in the bottom right corner, then have a button on this that hides the main bar which goes across from the left so you only have the radar and a boarder with maybe a button or two.
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Old 06-03-2004, 11:02 PM   #16 (permalink)
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Quote:
Originally Posted by mastermind2003
If you can find his module guide with the draw modules, I believe the correct info is in there.

Thanks for the suggestion, i downloaded his guide but its a no go, i don't see anything he has listed thats in the WND

Draw Modules

W3DDebrisDraw
[no parameters - special case draw module used by ObjectCreationList.INI when using the CreateDebris code which defaults to calling the GenericDebris object definition as a template for each debris object generated]
End


W3DDefaultDraw
[no parameters - all world objects should use a draw module, this module is employed where an object should never actually be drawn due either to the nature or type of the object or because its drawing is handled by other logic, e.g. bridges]
End


W3DDependencyModelDraw
[special case draw module which is interdependent with the W3DOverlordTankDraw module]
[see W3DModelDraw module for associated parameters]
AttachToBoneInContainer = [bone name from object in W3DOverlordTankDraw module]
End


W3DModelDraw
DefaultConditionState
Model = [W3D model filename]
ShowSubObject = [sub object name(s)]
HideSubObject = [sub object name(s)]
WeaponRecoilBone = [bone name]
WeaponFireFXBone = [bone name]
WeaponMuzzleFlash = [bone name]
WeaponLaunchBone = [bone name]
WeaponHideShowBone = [bone name]
IdleAnimation = [model animation name]
TransitionKey = [TransitionKey name]
Animation = [model animation name]
Flags = [AnimationFlag types list]
AnimationSpeedFactorRange = [real number real number]
ParticleSysBone = [bone name entry from ParticleSystem.INI, multiple statements can be used]
Turret = [sub object name]
TurretArtAngle = [integer]
TurretPitch = [integer]
TurretArtPitch = [integer]
AltTurret = [sub object name]
AltTurretArtAngle = [integer]
AltTurretArtPitch = [integer]
AltTurretPitch = [integer]
End
ConditionState = [ConditionState name]
[as above]
End
AliasConditionState = [ConditionState name]
TransitionState = [FromTransitionKey name ToTransitionKeyName]
[as above]
End
AnimationsRequirePower = [Yes/No]
ProjectileBoneFeedbackEnabledSlots = [PRIMARY, SECONDARY, TERTIARY]
TrackMarks = [texture filename with file extension]
ExtraPublicBone = [bone name, multiple entries can be used for additional bones to expose to logic]
AttachToBoneInAnotherModule = [bone name]
IgnoreConditionStates = [ConditionState names]
End


W3DOverlordTankDraw
[special case draw module which is interdependent with the W3DDependencyModelDraw module - allows other objects to be attached to this object through use of AttachToBoneInContainer logic]
[see W3DModelDraw module for associated parameters]
End


W3DLaserDraw
[this module is interdependent with the LaserUpdate module and requires the object to have KindOf = IMMOBILE]
NumBeams = [integer]
Texture = [texture filename with file extension, defaults to EXLaser.tga]
InnerBeamWidth = [real number]
OuterBeamWidth = [real number]
InnerColor = [r: g: b: a:]
OuterColor = [r: g: b: a:]
MaxIntensityLifetime = [integer, milliseconds]
FadeLifetime = [integer, milliseconds]
Tile = [Yes/No]
Segments = [integer]
ArcHeight = [real number]
SegmentOverlapRatio = [real number]
TilingScalar = [real number]
End


W3DPoliceCarDraw
[this module allows for the use of the FRONTCRUSHED and BACKCRUSHED ConditionStates with this object]
[see W3DModelDraw module for associated parameters]
End


W3DProjectileStreamDraw
[requires object to have KindOf = INERT]
Texture = [texture filename with file extension]
Width = [real number]
TileFactor = [integer]
ScrollRate = [real number]
MaxSegments = [integer]
End


W3DRopeDraw
[no parameters - this module requires the object to be KindOf = DRAWABLE_ONLY]
End


W3DScienceModelDraw
[special case draw module that allows object to be seen only by players who have the RequiredScience]
[see W3DModelDraw module for associated parameters]
RequiredScience = [entry from Science.INI]
End


W3DSupplyDraw
[this module is interdependant with the SupplyWarehouseDockUpdate module and together the two modules will automatically show and hide a percentage of the bones on the object that have the SupplyBonePrefix]
[see W3DModelDraw module for associated parameters]
SupplyBonePrefix = [bone name]
End


W3DTankDraw
[module is hardcoded to call for the TrackDebrisDirtRight and TrackDebrisDirtLeft particle system definitions]
[see W3DModelDraw module for associated parameters]
TreadDriveSpeedFraction = [real number]
TreadPivotSpeedFraction = [real number]
TreadAnimationRate = [real number]
InitialRecoilSpeed = [integer]
MaxRecoilDistance = [integer]
RecoilDamping = [integer]
RecoilSettleSpeed = [integer]
End


W3DTankTruckDraw
[special case module that allows parameters from W3DTankDraw and W3DTruckDraw to be used - effectively this is a module that combines the other two]
[see W3DModelDraw module for associated parameters]
End


W3DTracerDraw
[no parameters - this module requires object to be KindOf = DRAWABLE_ONLY]
End


W3DTruckDraw
[module is hardcoded to call for the TreadDebrisRight and TreadDebrisLeft particle system definitions and allows use of TruckPowerslideSound and TruckLandingSound within the UnitSpecificSounds section of the object - this module also includes automatic logic for showing and hiding of HEADLIGHT bones in and out of the NIGHT ConditionState]
[see W3DModelDraw module for associated parameters]
RotationDamping = [real number]
TrailerRotationMultiplier = [real number]
CabRotationMultiplier = [real number]
TrailerBone = [bone name]
CabBone = [bone name]
PowerslideRotationAddition = [real number]
TireRotationMultiplier = [real number]
MidRightMidTireBone = [bone name]
MidLeftMidTireBone = [bone name]
MidRightRearTireBone = [bone name]
MidLeftRearTireBone = [bone name]
MidRightFrontTireBone = [bone name]
MidLeftFrontTireBone = [bone name]
RightRearTireBone = [bone name]
LeftRearTireBone = [bone name]
RightFrontTireBone = [bone name]
LeftFrontTireBone = [bone name]
PowerslideSpray = [entry from ParticleSystem.INI]
DirtSpray = [entry from ParticleSystem.INI]
Dust = [entry from ParticleSystem.INI]
End
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