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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 03-23-2005, 11:11 PM   #1 (permalink)
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Default Infantry Tutorial

Hi all,

I am a staff member of the All Stars mod over at www.cncgeneralsworld.com and have created a in-depth tutorial how to model and create infantry for the SAGE engine. I wasn't 100% sure on where to post this; I saw that the tutorials page was locked so this was the next best thing.

Anyways, this tutorial covers everything needed to know for editing and even creating infantry, it also is supplied with screenshots for reference.

The tutorial can be found here:

http://www.cncgeneralsworld.com/page...ngandanimation

Full details can be found our home page.

Hope this can help people on their way to enlightenment

If you could post a link in the tutorials section it would be greatly appreciated.
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Old 03-24-2005, 10:58 AM   #2 (permalink)
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Contact DeeZire so he can put it here Nice Tutorial Btw
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Old 03-24-2005, 12:56 PM   #3 (permalink)
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Good to finally see a new infantry tute

Just a couple of things:

Quote:
Exporting the Bones

To export the bones, select all of them and click the utilities button in the top right corner (represented by a hammer). Then select "W3D Tools." Make sure that only "Export Transform (Bone)" is checked.
You should make sure that other objects in the scene dont have export transform or geometry checked, or they will be exported too.


In the section on WWSkinning:
Quote:
Now drag a selection box around all of the vertices so that they turn red. On the right side of the screen, click the "Auto-Link" button
This is not ideal, especially when only creating/editing animations for an exisitng model as the mesh will not deform properly.Manually WWSkinning a low poly model only takes a couple of minutes.I can show you how generals/zh infantry are properly bound, and show you how to test a models vert bindings in w3dviewer if desired.
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Old 03-24-2005, 09:36 PM   #4 (permalink)
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someone should consider making a tutorial that covers about infantry skinning. I found it quite tricky and totally different frim skinning vehicles
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Old 03-24-2005, 10:51 PM   #5 (permalink)
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try google, you will find that many people have made tutorials about skinning.It is not something exclusive to generals
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Old 03-24-2005, 11:04 PM   #6 (permalink)
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wow. And why haven't I thought of that before? :tard:
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Old 03-26-2005, 03:57 AM   #7 (permalink)
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Thanks guys for your replies.

Key0p the tutorial has somewhat 2 sides to it, I wrote it to follow through but I also made something’s stand out to make it easy for people with experience to quickly learn something without having to go through the whole process.

Quote:
Just a couple of things:

Quote:
Exporting the Bones

To export the bones, select all of them and click the utilities button in the top right corner (represented by a hammer). Then select "W3D Tools." Make sure that only "Export Transform (Bone)" is checked.

You should make sure that other objects in the scene don’t have export transform or geometry checked, or they will be exported too.
You reply was stated near the top if the page:

Quote:
Now hide the model so you're just left with the bones.
And...

Quote:
In the section on WWSkinning:

Quote:
Now drag a selection box around all of the vertices so that they turn red. On the right side of the screen, click the "Auto-Link" button
Just after I briefly suggest that you should check for inaccurate binding.

Quote:
Now be sure to save the scene. You'll need to in case it links a few vertices to the wrong bone.
I will correct this to help the reader a more, though I do find auto-link useful because from experience it only occasionally doesn’t bind 1 vertex around the leg/thigh area.

If you find any more mistakes with the tutorial please post them, I will correct them as soon as possible, thanks.
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Old 03-26-2005, 06:24 AM   #8 (permalink)
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Quote:
Originally Posted by Jaymioz";p=&quot View Post
You reply was stated near the top if the page:

Quote:
Now hide the model so you're just left with the bones.
ahh I missed that, as its before the "Exporting" section.Still, a quick warning before they export wouldnt hurt Generally its someone new to the process doing a tutorial, so its easy for them to make a mistake.Someone might like to take a look at their mesh

I couldnt find any other mistakes or stuff I thought needed covering, quite thorough tute

I have to disagree with Auto-Link though, if your wish is to have the same vertice bindings as an existing generals model.Seeing as most people only edit a model or animation and use existing stuff for the rest, I feel it is usefull for them to understand how they are bound.
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