logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,627
Posts: 94,210

Administrators:
DeeZire, Redemption

There are currently 144 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 04-29-2006, 05:57 AM   #1 (permalink)
Junior Member
 
Join Date: Apr 2006
Posts: 4
Default Understanding the NukeCannon

hello to all, im new in this forum, well i have analysed the nukecanon code and ,model, dont know guess that is on of the most complex unit models in the game -or maybe is just me, anyway im new in modding-

well suposelly the nuke cannon use some resources to hide and show different W3D objects in the animation, so basically this is the code im interested for the nuke

Code:
 *** ART Parameters *** 
  SelectPortrait         = SNNukeCannon_L 
  ButtonImage            = SNNukeCannon 
   
  ;UpgradeCameo1 = NONE 
  ;UpgradeCameo2 = NONE 
  ;UpgradeCameo3 = NONE 
  ;UpgradeCameo4 = NONE 
  ;UpgradeCameo5 = NONE 

  Draw = W3DTankDraw ModuleTag_01 
     
    InitialRecoilSpeed   = 120 
    MaxRecoilDistance    = 8 
    RecoilSettleSpeed    = 6 

    OkToChangeModelColor = Yes 

    ExtraPublicBone = Turret01 

    DefaultConditionState 
      Model                           = NVNukeCn 
      WeaponLaunchBone                = PRIMARY Muzzle 
      WeaponMuzzleFlash               = PRIMARY MuzzleFX 
      WeaponFireFXBone                = PRIMARY Muzzle 
      WeaponRecoilBone                = PRIMARY Barrel 
      HideSubObject                   = TURRET01      ;Hide controlled turret 
      ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret 
      Turret                          = Turret01 
      TurretPitch                     = TurretEL 
    End 
       
    ConditionState                    = RUBBLE 
      Model                           = NVNukeCn_D 
      WeaponLaunchBone                = PRIMARY Muzzle 
      WeaponMuzzleFlash               = PRIMARY MuzzleFX 
      WeaponRecoilBone                = PRIMARY Barrel 
      HideSubObject                   = TURRET01      ;Hide controlled turret 
      ShowSubObject                   = TURRETFRONT TURRETBACK  ;Show pack/unpack animated turret 
      Turret                          = Turret01 
      TurretPitch                     = TurretEL 
    End 

    ;*** PACKED STATE -- ready to move *** 
    ConditionState    = MOVING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_FIRST 
    End 
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 
    AliasConditionState = BETWEEN_FIRING_SHOTS_A 
    ;*** 
    ConditionState    = REALLYDAMAGED MOVING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_FIRST 
    End 
    AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 
      

    ;*** UNPACKING STATE  -- preparing to fire *** 
    ConditionState    = UNPACKING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE 
    End 
    AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 
    ;*** 
    ConditionState    = REALLYDAMAGED UNPACKING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE 
    End 
    AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 

    ;*** PACKING STATE -- preparing to move *** 
    ConditionState    = PACKING 
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_LAST 
    End 

    AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 
    ;*** 
    ConditionState    = REALLYDAMAGED PACKING 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE_BACKWARDS 
      Flags           = START_FRAME_LAST 
    End 
    AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 

    ;*** DEPLOYED STATE -- ready to fire *** 
    ConditionState  = DEPLOYED  
      Animation       = NVNukeCn.NVNukeCn 
      AnimationMode   = ONCE 
      Flags           = START_FRAME_LAST 
      TransitionKey   = TRANS_FIRING_A 
      HideSubObject   = TURRETFRONT TURRETBACK   ;Hide pack/unpack animated turret 
      ShowSubObject   = TURRET01      ;Show controlled turret 
    End 
    AliasConditionState = DEPLOYED FIRING_A 
    AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 
    AliasConditionState = DEPLOYED RELOADING_A 
    AliasConditionState = DEPLOYED MOVING 

    ConditionState  = DEPLOYED REALLYDAMAGED 
      Model           = NVNukeCn_D 
      Animation       = NVNukeCn_D.NVNukeCn_D 
      AnimationMode   = ONCE 
      Flags           = START_FRAME_LAST 
      TransitionKey   = TRANS_FIRING_A 
      HideSubObject   = TURRETFRONT TURRETBACK  ;Hide pack/unpack animated turret 
      ShowSubObject   = TURRET01      ;Show controlled turret 
    End 
    AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 
    AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 
     
    TrackMarks              = EXTnkTrack.tga 
    TreadAnimationRate      = 4.0  ; amount of tread texture to move per second 
  End ?>

then the questions start, these are the main

1-the flag dummy in the model have something to do with the flag variable??? and why must be placed in shuch position??

2-how the code hide the elements that arent specific, i mean there are two hide-show objects, the turret 01 and the front-back turret , but how the barrel and elevators, lifters and others get hided??? where is the link for all elemets??

3- how the game align the different elemests of the deploy animation, i mean if you see the model you will note that all the animated elemets move in different ways and arent centered with the main model, so how i align all them???

4-what is the meaning of the allias condition state?? is a confirmation string?? and what is the meaning of the DEPLOYED FIRING_A and other values?

thanks for your help
coldfusion is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-29-2006, 05:09 PM   #2 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

Welcome to the forums!

1 - I don't remember models having a flag dummy :/. The Flag variable sets additional settings that have to deal with animations. This includes playing the animation backwards, or ensuring that it starts on frame 1 (since sometimes you can make it start on the frame it was playing from a previous state).

2 - Even though I don't have the model opened, I'm assume that EA created a double turret. One is for user control (e.g. turning and firing the turret) and one is just specific for transition animations (deploying and undeploying).

3 - Not sure what you mean

4 - AliasConditionState basically means "do the exact same stuff for this conditionstate as the one above me." It reduces the amount of repeatitive code needed for conditionstates that need to be the same.

DEPLOYED is a state when (like the nuke cannon) that the unit needs to be in to fire.
FIRING_A is the state when a unit is firing its primary weapon (In this case, the nuke cannon gun).
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2006, 02:08 AM   #3 (permalink)
Junior Member
 
Join Date: Apr 2006
Posts: 4
Default

thnks a lot Guyinthewindow!

about the turret , well, yes i knew that, but in the code is specific with some elements, for example a hided turret is compossed in the w3d files by turret01, barrel, lifter, etc, but the code only say objecthide=turret01, so how it hide the barrel, lifter and other pieces?, where is a relation between the turret01 and the other elements-or there is any rule to that?? which is?

about the point 3 is about this



now ig you look it well, the animated cannon, and the arms arent centred with the main chasis, but how get all centered in the game???, how the pivots of all thes elements are aligned wel in the real game??

regards
coldfusion is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2006, 11:16 AM   #4 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

Okay so I got it up (gee i hate extracting stuff lol).

Answering the points...
2 - I'm guessing that hiding a parent object will hide all its child objects.
Parent/Child objects are formed by linking which can be visually be seen by moving the parent object or pressing H and checking "display subtree" and finding the object name in the list.

3 - It looks fine for me when I imported it...



It might be your importer or you may have moved it accidentally.
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2006, 07:53 PM   #5 (permalink)
Junior Member
 
Join Date: Apr 2006
Posts: 4
Default

yep, looks nice in the first frame, but when you move the animation bar the things get weird

about the hide linked elements, you could be right, i must test your theory , thanks
coldfusion is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2006, 09:51 PM   #6 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

Moved the animation bar.... looks fine if you ask me



Edit: Try using this W3D importer script (note you'll have to click "import animation" after importing the model)

w3danim.ms (right-click save-as)

place in GMAX\gamepacks\Westwood\RenX\scripts\startup
GuyInTheWindow is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-01-2006, 01:40 AM   #7 (permalink)
Junior Member
 
Join Date: Apr 2006
Posts: 4
Default

yep, you are right again, thanks!!!
coldfusion is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-01-2006, 05:14 PM   #8 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

i think you are right guy in the window [sorry im late on this topic]...i think it also wipes its children if it is linked...
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
NukeCannon Modification Kraak Generals & Zero Hour Editing 8 08-22-2005 04:25 PM
Help understanding the PDL module tags AgmLauncher Generals & Zero Hour Editing 7 07-09-2004 02:44 PM


All times are GMT -4. The time now is 12:47 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.