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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 07-09-2004, 06:11 PM   #11 (permalink)
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In the main forum listing, is a section called "Member Written Tutorials", heres a link to the post

http://www.deezire.net/modules.php?n...ewtopic&t=4724

I have pictures of the absolute vertice bindings used on the EA models, but I have not updated them in the tute.Any feedback you have regarding the tute is msot welcome, as without feedback I cant improve it
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Old 07-09-2004, 06:31 PM   #12 (permalink)
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Thanks, the tutorial looks great, much more helpful than oldfaqs (at least for me ). When I go through it I'll tell you if I find problems.

Btw that was quite stupid of me. I've done character animation in 3ds max but I didn't think that WWSkin is the same as the Skin modifier in max...

Thanks again for all the help.
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Old 07-09-2004, 07:27 PM   #13 (permalink)
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np

here are the vertice bindings that EA use on the models Ive tested.I havent tested them all, becasue every one I looked at followed the same pattern.

vertice bindings
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Old 07-09-2004, 07:38 PM   #14 (permalink)
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hah, interesting
toe-bone?
and interesting they first bind everything to the spine, I wonder what for...
also they don't bind the lower part of the neck to the spine, but to the head...
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Old 07-09-2004, 08:31 PM   #15 (permalink)
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hahah nah thats jsut the way I did it, so I dont have to fish out the torso I made the pics for someone else and couldnt use my hand properly to explain things

There is no shared vertex bindings

I didnt explain but those pics deal with the two different skeleton types Ive seen, most use the toe bone and the extra arm and spine bone, only the basic infantry units like the rebel and ranger use the more simple skeleton, outlined in pics 1-7.

I noticed that I didnt include the spine bone pic, instead its a duplicate of the toe - oops.Ill fix it up a little later and hopefully maybe integrate it into the tute
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Old 07-09-2004, 09:37 PM   #16 (permalink)
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Anyway it's an excellent tutorial, and now I have a finished working chinese flamethrower Granted the skin isn't perfect but I don't want to waste time on it.




and it's evil! I should perhaps make it expensive as it seems too effective. Or lessen the flame damage...
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Old 07-09-2004, 09:39 PM   #17 (permalink)
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Maybe give the flamethrower a burst effect as seen in Blitz 2 to balance it.
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Old 07-09-2004, 09:44 PM   #18 (permalink)
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Not sure what you mean. A burst when it dies, so that it's dangerous to everyone around? I've thought about that and perhaps that's what I'll do...
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Old 07-09-2004, 10:09 PM   #19 (permalink)
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I think you should shorten the range on that thing... that would probably help balance it

looks cool though
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Old 07-09-2004, 10:16 PM   #20 (permalink)
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Quote:
Originally Posted by Fritz
now I have a finished working chinese flamethrower
good to hear
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