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Editing Community
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Command and Conquer Editing
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Generals & Zero Hour Editing
» Tree Aniamtions
Generals & Zero Hour Editing
Discuss any modding related issues to do with Generals and Zero Hour here.
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09-07-2004, 01:38 PM
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TerroR
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Join Date: May 2004
Location: UK
Posts: 98
Tree Aniamtions
If i were to create a new tree does it move about (wind) auto or do i have to create the animation myself?
09-07-2004, 02:18 PM
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killakanz
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
You'll have to do it yourself. If revora wasn't having a server move right now I would link you to my animation tutorial :P
09-08-2004, 02:30 AM
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TerroR
Member
Join Date: May 2004
Location: UK
Posts: 98
Well when it's up plz post a link here
09-08-2004, 07:01 AM
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Flyby
Senior Member
Join Date: Sep 2001
Posts: 734
Not really needed, Killa...
This is what makes the trees move in the wind :
Code:
ClientUpdate = SwayClientUpdate ModuleTag_07 ;nothing End
09-08-2004, 07:31 AM
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killakanz
Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
oh...
Well, I'm not a coder
09-08-2004, 07:50 AM
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Waspo
Senior Member
Join Date: May 2003
Posts: 469
So, you COULD make a wafactory sway???
09-08-2004, 09:13 AM
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TerroR
Member
Join Date: May 2004
Location: UK
Posts: 98
So is there a tutorial on how to skin trees? i can do it in 3dsmax but renx is gay...
09-08-2004, 09:16 AM
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Waspo
Senior Member
Join Date: May 2003
Posts: 469
Are you making new trees or reskinning the old?
09-09-2004, 01:42 AM
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TerroR
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Join Date: May 2004
Location: UK
Posts: 98
new
09-13-2004, 09:38 AM
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TerroR
Member
Join Date: May 2004
Location: UK
Posts: 98
So whats the difference between ModuleTag_07 and ModuleTag_02 and so on?
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