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Forum Members: 18,643
Total Threads: 8,744
Posts: 95,513
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DeeZire, Redemption
There are currently 22 users online.
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-17-2005, 09:04 AM
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#21 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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It's not completely nailed down yet. I just picked up work again this week and the texture thing has bothered me from the moment I had the material working. I just hardcoded this texture in and kept tweaking until it showed up. It shouldn't be to hard to convert it the actual texture that is selected though.
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03-17-2005, 09:43 AM
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#22 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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Are you on the "Sparks" program yet?
If so, can't get help from other programmers on this?
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03-17-2005, 10:02 AM
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#23 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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I'm on the public spark boards. I gattered information from several posts there and combined them to get to the sollution. Now that I have it working it's only a matter of time before it is implemented 100% correct.
I think my knowledge on the sdk is enough now to finish the tool tab, material and exporter. The tool tab is already 100% functional, the material will be lacking multi pass for now but I have it still planned for the future, I will mainly focus on the exporter now. I still have to start with the WWSkin.
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03-18-2005, 01:31 PM
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#24 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Kewl Kewl , all sounds good , and dont think im going anywhere any time soon. Im a die hard as people around here are bound to find out sooner or later.
Just took me awhile to get back into the swing of things , too much web development for the past year , now its time to game
Also , my old PC wouldnt play generals for %#&$ , so i had to work for last year to get good enough machine to play. Anyways , i will be around when you got this project all nailed together.
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03-21-2005, 02:46 PM
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#25 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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No I mean 3Ds Max the $3,000 program that is made by discreet (US currency) good luck swallowing that!!
same extention different format... confusing I know.
But RenX was designed for 3DsMax not GMax but the exporter works for GMax luckily. 
If you look through every option is GMax-RenX you'll find that there is an option (in it's native form) for importing Westwood 3D files, it's under the import a bitmap file under the catagory "new".
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03-21-2005, 03:05 PM
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#26 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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If you mean to say that RenX is made for 3DS Max , i am thinking not myself , i have GMax , and 3DS Max7 , but only GMax is working with RenX. Hmm , anyways , thats all i had to say 
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03-21-2005, 03:19 PM
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#27 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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newer version I suppose, all I know is that the import option for Gmax-RenX doesn't work with GMax... maybe I need an older version of GMax...
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03-21-2005, 03:22 PM
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#28 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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No , i would suggest getting the newer version , its what i have , and it works bueatifully  If you having probs with PM me the issues , i will see if i can help you with it , took me a day or two to get it down as well , cause most documentation is at best weak , as usual
Just be thankful it wasnt MS that made it. Have you seen the codes at msdn :P lol, what a nightmare
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03-21-2005, 05:17 PM
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#29 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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From the RenX documentation:
Quote:
WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!
This document is presented "As Is." It was originally designed as a guide for developers using 3D Studio Max. Many of the menus, terminology, and functions are not available in the GMax tool. This document is simply presented as a guide to understand the W3D tools, NOT as a step by step process for creation of game assets. That said, some lines have been edited to reflect the GMax tool.
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03-28-2005, 02:30 PM
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#30 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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So i was right!!
But what I meant with getting an older GMax the option to import w3d files might only work with a version older than 1.2... but then again maybe not.
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