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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 06-04-2004, 01:00 AM   #11 (permalink)
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Quote:
Originally Posted by Slye_Fox
I know how to export W3D,
it's just Moe's w3d model had bones and geomertry.
And don't know how to do that.

THe tesla Coil needs bones to state whare the electricity sparks from.
:tard: Now I'm really confused. Everything has bones and geometry. How can you know how to export to W3D and not know anything about bones or geometry? Or am I just misunderstanding you?
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Old 06-04-2004, 01:44 AM   #12 (permalink)
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Import Slow_Moe's tesla coil into renx. Then use the "select by name" button to select the bones labeled "spark" I think theres 50 or something. These are the bones he uses to charge the tesla. Second do the same thing to the bones labeled "weapon" these are the bones it fires from.

Take the spark bones and attach to the rings of your tesla coil model, then attach the weapon bones to the tesla ball.

Select and click to hide the bones then save and export

Use the same code that Slow_Moe put in with the download and there you go a working tesla coil
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Old 06-04-2004, 06:23 AM   #13 (permalink)
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I know how to rig the moddel,
What I dont know is what to export it as, usually I do 2 W3D files, one for bones and one for geomertry. but moe's model is both, this is what I am confuzed about. What do I export it as?
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Old 06-04-2004, 09:18 AM   #14 (permalink)
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but could some one anser my question does it come whit the tesla projectile animations? :?
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Old 06-05-2004, 03:56 PM   #15 (permalink)
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isn't it a partical effect?
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Old 06-06-2004, 08:23 PM   #16 (permalink)
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Export it as a W3D file with either the bones hidden or Export Geometry unchecked for all of them. The other way you're doing it is way more complicated than it needs to be.
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