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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 07-06-2004, 12:28 PM   #1 (permalink)
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Default Desolation Tank [WIP]

I am working on a new vehicle called the desolation tank (temporary name for now). The design is mainly a tank version of the desolator. I have several questions that I need help with.

1. How do I make it where when exporting the W3D it dont smooth the object to make it have sharp edges?

2. Can I play an animation when switching weapons where its like the rangers weapons but when i click on to switch it plays an animation. If so, How?

Here is a Render and an ingame shot of the tank (no skin atm).



Thanks in advanced.
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Old 07-06-2004, 01:44 PM   #2 (permalink)
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not sure bout the second question, but for the first just use the smooth tool and undo all of the smoothing groups
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Old 07-07-2004, 06:22 AM   #3 (permalink)
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That's a cool looking tank

Unfortunately I don't know the answers to your questions though.
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Old 07-08-2004, 12:08 AM   #4 (permalink)
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hopefully someone knows how to get it to play an animation when i switch weapons. I will look more into the rangers animation and see if there is something usefull. Also I am working on skinning the tank (beginner at skinning so it may turn out bad) and will post updates and a render of what the tank looks like when deploys for its second weapon.
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Old 07-08-2004, 12:14 AM   #5 (permalink)
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hao.........hao............
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Old 07-08-2004, 12:15 AM   #6 (permalink)
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Quote:
Originally Posted by w888
hao.........hao............
huh? w888 makes no sense lol




Edit: I have found something that should be usefull now to get it implemented.
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Old 07-09-2004, 01:01 AM   #7 (permalink)
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Here is an update on my progress. So far I havent been able to get it to play its deploy animations when switching weapons.

Here is an image from w3dviewer of the deployed mode of the vehicle.



Hopefully someone can help me figure out how to get it to play the animations when switching weapons.
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Old 07-09-2004, 01:33 AM   #8 (permalink)
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The only thing I can think of is instead of using the ranger logic, use an upgrade... and then you can use the WEAPONSET_PLAYER_UPGRADE condition state
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Old 07-09-2004, 07:06 PM   #9 (permalink)
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I am thinking about that but how do i get it to play its reverse animations when undeploying (still need to look into it more to figure something out)
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Old 07-09-2004, 07:09 PM   #10 (permalink)
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why not just do it exactly like the nuke cannon?
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