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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-02-2005, 05:30 PM
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#11 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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I think W is obsolete in w3d, so "U"&"V" simply correlate to the old "X"&"Y" of a cartesian graph.
I have never used Linear Offsett vertex mapping for getting treads to work, just straight up UVW.Its jsut a matter of having the tread meshes correctly named, and referenced in the INI with the right code.
As for draw modules, you can use as many as you want, just break up and export the model in its individual pieces for each draw module.
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03-02-2005, 05:40 PM
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#12 (permalink)
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Member
Join Date: Feb 2003
Location: Melbourne, Australia
Posts: 66
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Where abouts are the treads refrenced in the ini files? I mean theres gottta be a place where its told to use TREADSL01 TREADSL02 etc right?
Was just taking another look at the original generals w3d files. It seems all the treads are 1 piece in them. Is that a critical factor? Cos for this mech, the outside tread is one piece but the inside one is not a fully completed ring. I don't think this would matter cos I can get anything to export correctly. For example, I extracted the overloard.w3d file, check if the animation worked in w3d viewer and it did. Imported it into gmax and then simply exported it again to a different file and the treads wern't moving in the w3d viewer. Then tried the same process with my tread texture. nada.
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03-02-2005, 05:59 PM
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#13 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Hang on. How are you exporting. I remember when I first started modding, I used the "Export with Std Mtls" to create my models. When I found out how to make treads tho, I discovered that this method will not export the tread anims, and you have to use the file>export button. Also, if you just import a model, then export, it won't work, coz u have 2 re-apply the texture, as the tread settings are not imported. BTW, use UPerSec=0.1, coz a-VPerSec goes in the wrong direction, and b-UPerSec=1 is usually too fast, although this can be edited in the ini entry.
Being in 2 parts 4 the inner treads shouln't make a difference, and as long as the stage 0 mapping of the texture is set to "linear offset", and it says UPerSec=0.1(or whatever), and it is exported correctly
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03-02-2005, 06:02 PM
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#14 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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If you send it to me, Ill get it working for you(been a long time since Ive done any treads so I cant recall exactly off the top of my head).
All I ask in return is that you answer my PM at derelict - Im after some info on 3d animation in Australia
My email is key0p at h0tmail - just be sure to make the topic stand out, I delete anything that isnt familar without opening.
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03-02-2005, 06:10 PM
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#15 (permalink)
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Member
Join Date: Feb 2003
Location: Melbourne, Australia
Posts: 66
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Sweet stuff!! Thats what the problem was. Used the file export and it works!!! Well it works in the w3d viewer now anyways. Still not ingame. But geting closer. Now I'm guessing its just the code that not working right. Almost there.
EDIT:
OK Got it ingame and working. kinda. This is the weirdest problem I'm seen yet. The left tracks animate fine. But the Right side don't. The texture is the same as the left side and the naming convention for all 4 tracks are the same as the left, just replaced the L with R. eg
TREADSR01
TREADSR02
TREADSR03
TREADSR04
The texture has the uPerSec=1 and thats seem fine, well for the left tracks anyways. Am I missing a step? They both animate in the w3d viewer fine, just not ingame. Has to be something with the code?
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03-02-2005, 11:17 PM
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#16 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Dont use so many separate meshes for your treads, generals doesnt like it.
I downlaoded your model and rebuilt the treads and did some tests.With 4 a side, it was reading right tread 1&3, and left treads 3&4.2 treads a side works fine(combine the inner and outer meshes of each tread), as does one tread a side(combine all tread meshes on each side).I didnt try 3 so I dont know if it works, but you only need one anyway.
I was wrong before, I did use linear offset when doing treads, its just been so long.
UPerSec or VPerSec doesnt matter, and niether does its value.The in-game rate is controlled by the code lines:
TreadAnimationRate
TreadDriveSpeedFraction
TreadPivotSpeedFraction
If you comment these out, then the texture scrolling will go according to the material settings(this is also what you will see in W3dviewer).
The battlemaster does not have these code lines, because it does not have animated treads! Have a closer look next time, the treads are covered by armour plating, you cant even see them unless its upside down, hence no animation which would only waste game resources  It just has the treadfx to leave a trail behind it.
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03-02-2005, 11:39 PM
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#17 (permalink)
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Member
Join Date: Feb 2003
Location: Melbourne, Australia
Posts: 66
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Yeah thanks keyOp. SpyvSpy told me to try waht u suppested and combine the top and bottom meshes of the treads. Guess generals engine can only animate 4 treads per unit and no more. Guess 8 was asking it a bit much. Its finally wokring ingame now. Just gotta fogure out 1 more thing. But theres another thread on that.
Thanks everyone for your quick help.
KeyOp check ya PM here
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03-02-2005, 11:46 PM
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#18 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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I just did but theres nothing new.Did you use a zero in my name when you sent it?
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03-03-2005, 12:26 AM
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#19 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Ummm nice model, hope to see more great work out of you guys.
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03-03-2005, 02:48 AM
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#20 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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OK, this is solved now.
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