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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 10-25-2005, 08:31 PM   #11 (permalink)
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Quote:
Originally Posted by Goldeagle";p=&quot View Post
Hm, so bones are in the models themselves? This makes thing more difficult..... What

I'm trying to do is make a laser weapon for the laser gens ranger, but it fires from

his feet, not his rifle. Will making his weaponfireFX bone the same as the laser's

bone fix it? The laser crusader is set up like this, so that why I'm asking. What can

I import a model to so I can edit its bones? This has been a big help, thanks alot.

I do have one more thing to request if someone will help. My friend SoldierofLight

is also working on this mod, and is having alot of trouble with new models and new

particle systems(fire particles I think).

Could someone help him? His questions are in the Generals:Resolutions post.
While any max object can be a W3d bone, what determines whether it is or not is the W3d export options in RenX.Bones in game are simply co-ordinates that the game uses for things to occur in the right places.For example, you have muzzleflash bones and weapon launch bones so that your weapons effects and projectiles occur at the right place(ie the end of the barrel).You can give your bones any name you like when you model(there are some exceptions here, like wheels and tank tracks), just remember to give the bones the same name in the ini file as what you used in the model.
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Old 10-27-2005, 05:38 AM   #12 (permalink)
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Something important that I recon should be known is that these co-ordinates are taken from the objects pivot point, which is why I state in my tutorial to make sure the pivot is center to the bone object.
I've seen some people get this screwed up somehow, the bone mesh is in the right place but the pivot is waaay off somewhere.
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